three.js 1.2 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 = '119dev';
  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 BasicShadowMap = 0;
  62. var PCFShadowMap = 1;
  63. var PCFSoftShadowMap = 2;
  64. var VSMShadowMap = 3;
  65. var FrontSide = 0;
  66. var BackSide = 1;
  67. var DoubleSide = 2;
  68. var FlatShading = 1;
  69. var SmoothShading = 2;
  70. var NoBlending = 0;
  71. var NormalBlending = 1;
  72. var AdditiveBlending = 2;
  73. var SubtractiveBlending = 3;
  74. var MultiplyBlending = 4;
  75. var CustomBlending = 5;
  76. var AddEquation = 100;
  77. var SubtractEquation = 101;
  78. var ReverseSubtractEquation = 102;
  79. var MinEquation = 103;
  80. var MaxEquation = 104;
  81. var ZeroFactor = 200;
  82. var OneFactor = 201;
  83. var SrcColorFactor = 202;
  84. var OneMinusSrcColorFactor = 203;
  85. var SrcAlphaFactor = 204;
  86. var OneMinusSrcAlphaFactor = 205;
  87. var DstAlphaFactor = 206;
  88. var OneMinusDstAlphaFactor = 207;
  89. var DstColorFactor = 208;
  90. var OneMinusDstColorFactor = 209;
  91. var SrcAlphaSaturateFactor = 210;
  92. var NeverDepth = 0;
  93. var AlwaysDepth = 1;
  94. var LessDepth = 2;
  95. var LessEqualDepth = 3;
  96. var EqualDepth = 4;
  97. var GreaterEqualDepth = 5;
  98. var GreaterDepth = 6;
  99. var NotEqualDepth = 7;
  100. var MultiplyOperation = 0;
  101. var MixOperation = 1;
  102. var AddOperation = 2;
  103. var NoToneMapping = 0;
  104. var LinearToneMapping = 1;
  105. var ReinhardToneMapping = 2;
  106. var CineonToneMapping = 3;
  107. var ACESFilmicToneMapping = 4;
  108. var CustomToneMapping = 5;
  109. var UVMapping = 300;
  110. var CubeReflectionMapping = 301;
  111. var CubeRefractionMapping = 302;
  112. var EquirectangularReflectionMapping = 303;
  113. var EquirectangularRefractionMapping = 304;
  114. var CubeUVReflectionMapping = 306;
  115. var CubeUVRefractionMapping = 307;
  116. var RepeatWrapping = 1000;
  117. var ClampToEdgeWrapping = 1001;
  118. var MirroredRepeatWrapping = 1002;
  119. var NearestFilter = 1003;
  120. var NearestMipmapNearestFilter = 1004;
  121. var NearestMipMapNearestFilter = 1004;
  122. var NearestMipmapLinearFilter = 1005;
  123. var NearestMipMapLinearFilter = 1005;
  124. var LinearFilter = 1006;
  125. var LinearMipmapNearestFilter = 1007;
  126. var LinearMipMapNearestFilter = 1007;
  127. var LinearMipmapLinearFilter = 1008;
  128. var LinearMipMapLinearFilter = 1008;
  129. var UnsignedByteType = 1009;
  130. var ByteType = 1010;
  131. var ShortType = 1011;
  132. var UnsignedShortType = 1012;
  133. var IntType = 1013;
  134. var UnsignedIntType = 1014;
  135. var FloatType = 1015;
  136. var HalfFloatType = 1016;
  137. var UnsignedShort4444Type = 1017;
  138. var UnsignedShort5551Type = 1018;
  139. var UnsignedShort565Type = 1019;
  140. var UnsignedInt248Type = 1020;
  141. var AlphaFormat = 1021;
  142. var RGBFormat = 1022;
  143. var RGBAFormat = 1023;
  144. var LuminanceFormat = 1024;
  145. var LuminanceAlphaFormat = 1025;
  146. var RGBEFormat = RGBAFormat;
  147. var DepthFormat = 1026;
  148. var DepthStencilFormat = 1027;
  149. var RedFormat = 1028;
  150. var RedIntegerFormat = 1029;
  151. var RGFormat = 1030;
  152. var RGIntegerFormat = 1031;
  153. var RGBIntegerFormat = 1032;
  154. var RGBAIntegerFormat = 1033;
  155. var RGB_S3TC_DXT1_Format = 33776;
  156. var RGBA_S3TC_DXT1_Format = 33777;
  157. var RGBA_S3TC_DXT3_Format = 33778;
  158. var RGBA_S3TC_DXT5_Format = 33779;
  159. var RGB_PVRTC_4BPPV1_Format = 35840;
  160. var RGB_PVRTC_2BPPV1_Format = 35841;
  161. var RGBA_PVRTC_4BPPV1_Format = 35842;
  162. var RGBA_PVRTC_2BPPV1_Format = 35843;
  163. var RGB_ETC1_Format = 36196;
  164. var RGB_ETC2_Format = 37492;
  165. var RGBA_ETC2_EAC_Format = 37496;
  166. var RGBA_ASTC_4x4_Format = 37808;
  167. var RGBA_ASTC_5x4_Format = 37809;
  168. var RGBA_ASTC_5x5_Format = 37810;
  169. var RGBA_ASTC_6x5_Format = 37811;
  170. var RGBA_ASTC_6x6_Format = 37812;
  171. var RGBA_ASTC_8x5_Format = 37813;
  172. var RGBA_ASTC_8x6_Format = 37814;
  173. var RGBA_ASTC_8x8_Format = 37815;
  174. var RGBA_ASTC_10x5_Format = 37816;
  175. var RGBA_ASTC_10x6_Format = 37817;
  176. var RGBA_ASTC_10x8_Format = 37818;
  177. var RGBA_ASTC_10x10_Format = 37819;
  178. var RGBA_ASTC_12x10_Format = 37820;
  179. var RGBA_ASTC_12x12_Format = 37821;
  180. var RGBA_BPTC_Format = 36492;
  181. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  182. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  183. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  184. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  185. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  186. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  187. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  188. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  189. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  190. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  191. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  192. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  193. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  194. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  195. var LoopOnce = 2200;
  196. var LoopRepeat = 2201;
  197. var LoopPingPong = 2202;
  198. var InterpolateDiscrete = 2300;
  199. var InterpolateLinear = 2301;
  200. var InterpolateSmooth = 2302;
  201. var ZeroCurvatureEnding = 2400;
  202. var ZeroSlopeEnding = 2401;
  203. var WrapAroundEnding = 2402;
  204. var NormalAnimationBlendMode = 2500;
  205. var AdditiveAnimationBlendMode = 2501;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. // Make a copy, in case listeners are removed while iterating.
  284. var array = listenerArray.slice( 0 );
  285. for ( var i = 0, l = array.length; i < l; i ++ ) {
  286. array[ i ].call( this, event );
  287. }
  288. }
  289. }
  290. } );
  291. /**
  292. * @author alteredq / http://alteredqualia.com/
  293. * @author mrdoob / http://mrdoob.com/
  294. * @author WestLangley / http://github.com/WestLangley
  295. * @author thezwap
  296. */
  297. var _lut = [];
  298. for ( var i = 0; i < 256; i ++ ) {
  299. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  300. }
  301. var _seed = 1234567;
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  360. seededRandom: function ( s ) {
  361. if ( s !== undefined ) { _seed = s % 2147483647; }
  362. // Park-Miller algorithm
  363. _seed = _seed * 16807 % 2147483647;
  364. return ( _seed - 1 ) / 2147483646;
  365. },
  366. degToRad: function ( degrees ) {
  367. return degrees * MathUtils.DEG2RAD;
  368. },
  369. radToDeg: function ( radians ) {
  370. return radians * MathUtils.RAD2DEG;
  371. },
  372. isPowerOfTwo: function ( value ) {
  373. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  374. },
  375. ceilPowerOfTwo: function ( value ) {
  376. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  377. },
  378. floorPowerOfTwo: function ( value ) {
  379. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  380. },
  381. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  382. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  383. // rotations are applied to the axes in the order specified by 'order'
  384. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  385. // angles are in radians
  386. var cos = Math.cos;
  387. var sin = Math.sin;
  388. var c2 = cos( b / 2 );
  389. var s2 = sin( b / 2 );
  390. var c13 = cos( ( a + c ) / 2 );
  391. var s13 = sin( ( a + c ) / 2 );
  392. var c1_3 = cos( ( a - c ) / 2 );
  393. var s1_3 = sin( ( a - c ) / 2 );
  394. var c3_1 = cos( ( c - a ) / 2 );
  395. var s3_1 = sin( ( c - a ) / 2 );
  396. switch ( order ) {
  397. case 'XYX':
  398. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  399. break;
  400. case 'YZY':
  401. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  402. break;
  403. case 'ZXZ':
  404. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  405. break;
  406. case 'XZX':
  407. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  408. break;
  409. case 'YXY':
  410. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  411. break;
  412. case 'ZYZ':
  413. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  414. break;
  415. default:
  416. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  417. }
  418. }
  419. };
  420. /**
  421. * @author mrdoob / http://mrdoob.com/
  422. * @author philogb / http://blog.thejit.org/
  423. * @author egraether / http://egraether.com/
  424. * @author zz85 / http://www.lab4games.net/zz85/blog
  425. */
  426. function Vector2( x, y ) {
  427. if ( x === void 0 ) x = 0;
  428. if ( y === void 0 ) y = 0;
  429. this.x = x;
  430. this.y = y;
  431. }
  432. Object.defineProperties( Vector2.prototype, {
  433. "width": {
  434. get: function () {
  435. return this.x;
  436. },
  437. set: function ( value ) {
  438. this.x = value;
  439. }
  440. },
  441. "height": {
  442. get: function () {
  443. return this.y;
  444. },
  445. set: function ( value ) {
  446. this.y = value;
  447. }
  448. }
  449. } );
  450. Object.assign( Vector2.prototype, {
  451. isVector2: true,
  452. set: function ( x, y ) {
  453. this.x = x;
  454. this.y = y;
  455. return this;
  456. },
  457. setScalar: function ( scalar ) {
  458. this.x = scalar;
  459. this.y = scalar;
  460. return this;
  461. },
  462. setX: function ( x ) {
  463. this.x = x;
  464. return this;
  465. },
  466. setY: function ( y ) {
  467. this.y = y;
  468. return this;
  469. },
  470. setComponent: function ( index, value ) {
  471. switch ( index ) {
  472. case 0: this.x = value; break;
  473. case 1: this.y = value; break;
  474. default: throw new Error( 'index is out of range: ' + index );
  475. }
  476. return this;
  477. },
  478. getComponent: function ( index ) {
  479. switch ( index ) {
  480. case 0: return this.x;
  481. case 1: return this.y;
  482. default: throw new Error( 'index is out of range: ' + index );
  483. }
  484. },
  485. clone: function () {
  486. return new this.constructor( this.x, this.y );
  487. },
  488. copy: function ( v ) {
  489. this.x = v.x;
  490. this.y = v.y;
  491. return this;
  492. },
  493. add: function ( v, w ) {
  494. if ( w !== undefined ) {
  495. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  496. return this.addVectors( v, w );
  497. }
  498. this.x += v.x;
  499. this.y += v.y;
  500. return this;
  501. },
  502. addScalar: function ( s ) {
  503. this.x += s;
  504. this.y += s;
  505. return this;
  506. },
  507. addVectors: function ( a, b ) {
  508. this.x = a.x + b.x;
  509. this.y = a.y + b.y;
  510. return this;
  511. },
  512. addScaledVector: function ( v, s ) {
  513. this.x += v.x * s;
  514. this.y += v.y * s;
  515. return this;
  516. },
  517. sub: function ( v, w ) {
  518. if ( w !== undefined ) {
  519. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  520. return this.subVectors( v, w );
  521. }
  522. this.x -= v.x;
  523. this.y -= v.y;
  524. return this;
  525. },
  526. subScalar: function ( s ) {
  527. this.x -= s;
  528. this.y -= s;
  529. return this;
  530. },
  531. subVectors: function ( a, b ) {
  532. this.x = a.x - b.x;
  533. this.y = a.y - b.y;
  534. return this;
  535. },
  536. multiply: function ( v ) {
  537. this.x *= v.x;
  538. this.y *= v.y;
  539. return this;
  540. },
  541. multiplyScalar: function ( scalar ) {
  542. this.x *= scalar;
  543. this.y *= scalar;
  544. return this;
  545. },
  546. divide: function ( v ) {
  547. this.x /= v.x;
  548. this.y /= v.y;
  549. return this;
  550. },
  551. divideScalar: function ( scalar ) {
  552. return this.multiplyScalar( 1 / scalar );
  553. },
  554. applyMatrix3: function ( m ) {
  555. var x = this.x, y = this.y;
  556. var e = m.elements;
  557. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  558. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  559. return this;
  560. },
  561. min: function ( v ) {
  562. this.x = Math.min( this.x, v.x );
  563. this.y = Math.min( this.y, v.y );
  564. return this;
  565. },
  566. max: function ( v ) {
  567. this.x = Math.max( this.x, v.x );
  568. this.y = Math.max( this.y, v.y );
  569. return this;
  570. },
  571. clamp: function ( min, max ) {
  572. // assumes min < max, componentwise
  573. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  574. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  575. return this;
  576. },
  577. clampScalar: function ( minVal, maxVal ) {
  578. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  579. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  580. return this;
  581. },
  582. clampLength: function ( min, max ) {
  583. var length = this.length();
  584. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  585. },
  586. floor: function () {
  587. this.x = Math.floor( this.x );
  588. this.y = Math.floor( this.y );
  589. return this;
  590. },
  591. ceil: function () {
  592. this.x = Math.ceil( this.x );
  593. this.y = Math.ceil( this.y );
  594. return this;
  595. },
  596. round: function () {
  597. this.x = Math.round( this.x );
  598. this.y = Math.round( this.y );
  599. return this;
  600. },
  601. roundToZero: function () {
  602. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  603. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  604. return this;
  605. },
  606. negate: function () {
  607. this.x = - this.x;
  608. this.y = - this.y;
  609. return this;
  610. },
  611. dot: function ( v ) {
  612. return this.x * v.x + this.y * v.y;
  613. },
  614. cross: function ( v ) {
  615. return this.x * v.y - this.y * v.x;
  616. },
  617. lengthSq: function () {
  618. return this.x * this.x + this.y * this.y;
  619. },
  620. length: function () {
  621. return Math.sqrt( this.x * this.x + this.y * this.y );
  622. },
  623. manhattanLength: function () {
  624. return Math.abs( this.x ) + Math.abs( this.y );
  625. },
  626. normalize: function () {
  627. return this.divideScalar( this.length() || 1 );
  628. },
  629. angle: function () {
  630. // computes the angle in radians with respect to the positive x-axis
  631. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  632. return angle;
  633. },
  634. distanceTo: function ( v ) {
  635. return Math.sqrt( this.distanceToSquared( v ) );
  636. },
  637. distanceToSquared: function ( v ) {
  638. var dx = this.x - v.x, dy = this.y - v.y;
  639. return dx * dx + dy * dy;
  640. },
  641. manhattanDistanceTo: function ( v ) {
  642. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  643. },
  644. setLength: function ( length ) {
  645. return this.normalize().multiplyScalar( length );
  646. },
  647. lerp: function ( v, alpha ) {
  648. this.x += ( v.x - this.x ) * alpha;
  649. this.y += ( v.y - this.y ) * alpha;
  650. return this;
  651. },
  652. lerpVectors: function ( v1, v2, alpha ) {
  653. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  654. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  655. return this;
  656. },
  657. equals: function ( v ) {
  658. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  659. },
  660. fromArray: function ( array, offset ) {
  661. if ( offset === undefined ) { offset = 0; }
  662. this.x = array[ offset ];
  663. this.y = array[ offset + 1 ];
  664. return this;
  665. },
  666. toArray: function ( array, offset ) {
  667. if ( array === undefined ) { array = []; }
  668. if ( offset === undefined ) { offset = 0; }
  669. array[ offset ] = this.x;
  670. array[ offset + 1 ] = this.y;
  671. return array;
  672. },
  673. fromBufferAttribute: function ( attribute, index, offset ) {
  674. if ( offset !== undefined ) {
  675. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  676. }
  677. this.x = attribute.getX( index );
  678. this.y = attribute.getY( index );
  679. return this;
  680. },
  681. rotateAround: function ( center, angle ) {
  682. var c = Math.cos( angle ), s = Math.sin( angle );
  683. var x = this.x - center.x;
  684. var y = this.y - center.y;
  685. this.x = x * c - y * s + center.x;
  686. this.y = x * s + y * c + center.y;
  687. return this;
  688. },
  689. random: function () {
  690. this.x = Math.random();
  691. this.y = Math.random();
  692. return this;
  693. }
  694. } );
  695. /**
  696. * @author alteredq / http://alteredqualia.com/
  697. * @author WestLangley / http://github.com/WestLangley
  698. * @author bhouston / http://clara.io
  699. * @author tschw
  700. */
  701. function Matrix3() {
  702. this.elements = [
  703. 1, 0, 0,
  704. 0, 1, 0,
  705. 0, 0, 1
  706. ];
  707. if ( arguments.length > 0 ) {
  708. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  709. }
  710. }
  711. Object.assign( Matrix3.prototype, {
  712. isMatrix3: true,
  713. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  714. var te = this.elements;
  715. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  716. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  717. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  718. return this;
  719. },
  720. identity: function () {
  721. this.set(
  722. 1, 0, 0,
  723. 0, 1, 0,
  724. 0, 0, 1
  725. );
  726. return this;
  727. },
  728. clone: function () {
  729. return new this.constructor().fromArray( this.elements );
  730. },
  731. copy: function ( m ) {
  732. var te = this.elements;
  733. var me = m.elements;
  734. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  735. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  736. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  737. return this;
  738. },
  739. extractBasis: function ( xAxis, yAxis, zAxis ) {
  740. xAxis.setFromMatrix3Column( this, 0 );
  741. yAxis.setFromMatrix3Column( this, 1 );
  742. zAxis.setFromMatrix3Column( this, 2 );
  743. return this;
  744. },
  745. setFromMatrix4: function ( m ) {
  746. var me = m.elements;
  747. this.set(
  748. me[ 0 ], me[ 4 ], me[ 8 ],
  749. me[ 1 ], me[ 5 ], me[ 9 ],
  750. me[ 2 ], me[ 6 ], me[ 10 ]
  751. );
  752. return this;
  753. },
  754. multiply: function ( m ) {
  755. return this.multiplyMatrices( this, m );
  756. },
  757. premultiply: function ( m ) {
  758. return this.multiplyMatrices( m, this );
  759. },
  760. multiplyMatrices: function ( a, b ) {
  761. var ae = a.elements;
  762. var be = b.elements;
  763. var te = this.elements;
  764. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  765. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  766. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  767. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  768. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  769. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  770. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  771. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  772. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  773. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  774. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  775. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  776. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  777. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  778. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  779. return this;
  780. },
  781. multiplyScalar: function ( s ) {
  782. var te = this.elements;
  783. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  784. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  785. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  786. return this;
  787. },
  788. determinant: function () {
  789. var te = this.elements;
  790. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  791. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  792. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  793. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  794. },
  795. getInverse: function ( matrix, throwOnDegenerate ) {
  796. if ( throwOnDegenerate !== undefined ) {
  797. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  798. }
  799. var me = matrix.elements,
  800. te = this.elements,
  801. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  802. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  803. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  804. t11 = n33 * n22 - n32 * n23,
  805. t12 = n32 * n13 - n33 * n12,
  806. t13 = n23 * n12 - n22 * n13,
  807. det = n11 * t11 + n21 * t12 + n31 * t13;
  808. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  809. var detInv = 1 / det;
  810. te[ 0 ] = t11 * detInv;
  811. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  812. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  813. te[ 3 ] = t12 * detInv;
  814. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  815. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  816. te[ 6 ] = t13 * detInv;
  817. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  818. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  819. return this;
  820. },
  821. transpose: function () {
  822. var tmp;
  823. var m = this.elements;
  824. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  825. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  826. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  827. return this;
  828. },
  829. getNormalMatrix: function ( matrix4 ) {
  830. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  831. },
  832. transposeIntoArray: function ( r ) {
  833. var m = this.elements;
  834. r[ 0 ] = m[ 0 ];
  835. r[ 1 ] = m[ 3 ];
  836. r[ 2 ] = m[ 6 ];
  837. r[ 3 ] = m[ 1 ];
  838. r[ 4 ] = m[ 4 ];
  839. r[ 5 ] = m[ 7 ];
  840. r[ 6 ] = m[ 2 ];
  841. r[ 7 ] = m[ 5 ];
  842. r[ 8 ] = m[ 8 ];
  843. return this;
  844. },
  845. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  846. var c = Math.cos( rotation );
  847. var s = Math.sin( rotation );
  848. this.set(
  849. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  850. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  851. 0, 0, 1
  852. );
  853. },
  854. scale: function ( sx, sy ) {
  855. var te = this.elements;
  856. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  857. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  858. return this;
  859. },
  860. rotate: function ( theta ) {
  861. var c = Math.cos( theta );
  862. var s = Math.sin( theta );
  863. var te = this.elements;
  864. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  865. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  866. te[ 0 ] = c * a11 + s * a21;
  867. te[ 3 ] = c * a12 + s * a22;
  868. te[ 6 ] = c * a13 + s * a23;
  869. te[ 1 ] = - s * a11 + c * a21;
  870. te[ 4 ] = - s * a12 + c * a22;
  871. te[ 7 ] = - s * a13 + c * a23;
  872. return this;
  873. },
  874. translate: function ( tx, ty ) {
  875. var te = this.elements;
  876. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  877. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  878. return this;
  879. },
  880. equals: function ( matrix ) {
  881. var te = this.elements;
  882. var me = matrix.elements;
  883. for ( var i = 0; i < 9; i ++ ) {
  884. if ( te[ i ] !== me[ i ] ) { return false; }
  885. }
  886. return true;
  887. },
  888. fromArray: function ( array, offset ) {
  889. if ( offset === undefined ) { offset = 0; }
  890. for ( var i = 0; i < 9; i ++ ) {
  891. this.elements[ i ] = array[ i + offset ];
  892. }
  893. return this;
  894. },
  895. toArray: function ( array, offset ) {
  896. if ( array === undefined ) { array = []; }
  897. if ( offset === undefined ) { offset = 0; }
  898. var te = this.elements;
  899. array[ offset ] = te[ 0 ];
  900. array[ offset + 1 ] = te[ 1 ];
  901. array[ offset + 2 ] = te[ 2 ];
  902. array[ offset + 3 ] = te[ 3 ];
  903. array[ offset + 4 ] = te[ 4 ];
  904. array[ offset + 5 ] = te[ 5 ];
  905. array[ offset + 6 ] = te[ 6 ];
  906. array[ offset + 7 ] = te[ 7 ];
  907. array[ offset + 8 ] = te[ 8 ];
  908. return array;
  909. }
  910. } );
  911. /**
  912. * @author mrdoob / http://mrdoob.com/
  913. * @author alteredq / http://alteredqualia.com/
  914. * @author szimek / https://github.com/szimek/
  915. */
  916. var _canvas;
  917. var ImageUtils = {
  918. getDataURL: function ( image ) {
  919. if ( /^data:/i.test( image.src ) ) {
  920. return image.src;
  921. }
  922. if ( typeof HTMLCanvasElement == 'undefined' ) {
  923. return image.src;
  924. }
  925. var canvas;
  926. if ( image instanceof HTMLCanvasElement ) {
  927. canvas = image;
  928. } else {
  929. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  930. _canvas.width = image.width;
  931. _canvas.height = image.height;
  932. var context = _canvas.getContext( '2d' );
  933. if ( image instanceof ImageData ) {
  934. context.putImageData( image, 0, 0 );
  935. } else {
  936. context.drawImage( image, 0, 0, image.width, image.height );
  937. }
  938. canvas = _canvas;
  939. }
  940. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  941. return canvas.toDataURL( 'image/jpeg', 0.6 );
  942. } else {
  943. return canvas.toDataURL( 'image/png' );
  944. }
  945. }
  946. };
  947. /**
  948. * @author mrdoob / http://mrdoob.com/
  949. * @author alteredq / http://alteredqualia.com/
  950. * @author szimek / https://github.com/szimek/
  951. */
  952. var textureId = 0;
  953. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  954. Object.defineProperty( this, 'id', { value: textureId ++ } );
  955. this.uuid = MathUtils.generateUUID();
  956. this.name = '';
  957. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  958. this.mipmaps = [];
  959. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  960. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  961. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  962. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  963. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  964. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  965. this.format = format !== undefined ? format : RGBAFormat;
  966. this.internalFormat = null;
  967. this.type = type !== undefined ? type : UnsignedByteType;
  968. this.offset = new Vector2( 0, 0 );
  969. this.repeat = new Vector2( 1, 1 );
  970. this.center = new Vector2( 0, 0 );
  971. this.rotation = 0;
  972. this.matrixAutoUpdate = true;
  973. this.matrix = new Matrix3();
  974. this.generateMipmaps = true;
  975. this.premultiplyAlpha = false;
  976. this.flipY = true;
  977. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  978. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  979. //
  980. // Also changing the encoding after already used by a Material will not automatically make the Material
  981. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  982. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  983. this.version = 0;
  984. this.onUpdate = null;
  985. }
  986. Texture.DEFAULT_IMAGE = undefined;
  987. Texture.DEFAULT_MAPPING = UVMapping;
  988. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  989. constructor: Texture,
  990. isTexture: true,
  991. updateMatrix: function () {
  992. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  993. },
  994. clone: function () {
  995. return new this.constructor().copy( this );
  996. },
  997. copy: function ( source ) {
  998. this.name = source.name;
  999. this.image = source.image;
  1000. this.mipmaps = source.mipmaps.slice( 0 );
  1001. this.mapping = source.mapping;
  1002. this.wrapS = source.wrapS;
  1003. this.wrapT = source.wrapT;
  1004. this.magFilter = source.magFilter;
  1005. this.minFilter = source.minFilter;
  1006. this.anisotropy = source.anisotropy;
  1007. this.format = source.format;
  1008. this.internalFormat = source.internalFormat;
  1009. this.type = source.type;
  1010. this.offset.copy( source.offset );
  1011. this.repeat.copy( source.repeat );
  1012. this.center.copy( source.center );
  1013. this.rotation = source.rotation;
  1014. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1015. this.matrix.copy( source.matrix );
  1016. this.generateMipmaps = source.generateMipmaps;
  1017. this.premultiplyAlpha = source.premultiplyAlpha;
  1018. this.flipY = source.flipY;
  1019. this.unpackAlignment = source.unpackAlignment;
  1020. this.encoding = source.encoding;
  1021. return this;
  1022. },
  1023. toJSON: function ( meta ) {
  1024. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1025. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1026. return meta.textures[ this.uuid ];
  1027. }
  1028. var output = {
  1029. metadata: {
  1030. version: 4.5,
  1031. type: 'Texture',
  1032. generator: 'Texture.toJSON'
  1033. },
  1034. uuid: this.uuid,
  1035. name: this.name,
  1036. mapping: this.mapping,
  1037. repeat: [ this.repeat.x, this.repeat.y ],
  1038. offset: [ this.offset.x, this.offset.y ],
  1039. center: [ this.center.x, this.center.y ],
  1040. rotation: this.rotation,
  1041. wrap: [ this.wrapS, this.wrapT ],
  1042. format: this.format,
  1043. type: this.type,
  1044. encoding: this.encoding,
  1045. minFilter: this.minFilter,
  1046. magFilter: this.magFilter,
  1047. anisotropy: this.anisotropy,
  1048. flipY: this.flipY,
  1049. premultiplyAlpha: this.premultiplyAlpha,
  1050. unpackAlignment: this.unpackAlignment
  1051. };
  1052. if ( this.image !== undefined ) {
  1053. // TODO: Move to THREE.Image
  1054. var image = this.image;
  1055. if ( image.uuid === undefined ) {
  1056. image.uuid = MathUtils.generateUUID(); // UGH
  1057. }
  1058. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1059. var url;
  1060. if ( Array.isArray( image ) ) {
  1061. // process array of images e.g. CubeTexture
  1062. url = [];
  1063. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1064. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1065. }
  1066. } else {
  1067. // process single image
  1068. url = ImageUtils.getDataURL( image );
  1069. }
  1070. meta.images[ image.uuid ] = {
  1071. uuid: image.uuid,
  1072. url: url
  1073. };
  1074. }
  1075. output.image = image.uuid;
  1076. }
  1077. if ( ! isRootObject ) {
  1078. meta.textures[ this.uuid ] = output;
  1079. }
  1080. return output;
  1081. },
  1082. dispose: function () {
  1083. this.dispatchEvent( { type: 'dispose' } );
  1084. },
  1085. transformUv: function ( uv ) {
  1086. if ( this.mapping !== UVMapping ) { return uv; }
  1087. uv.applyMatrix3( this.matrix );
  1088. if ( uv.x < 0 || uv.x > 1 ) {
  1089. switch ( this.wrapS ) {
  1090. case RepeatWrapping:
  1091. uv.x = uv.x - Math.floor( uv.x );
  1092. break;
  1093. case ClampToEdgeWrapping:
  1094. uv.x = uv.x < 0 ? 0 : 1;
  1095. break;
  1096. case MirroredRepeatWrapping:
  1097. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1098. uv.x = Math.ceil( uv.x ) - uv.x;
  1099. } else {
  1100. uv.x = uv.x - Math.floor( uv.x );
  1101. }
  1102. break;
  1103. }
  1104. }
  1105. if ( uv.y < 0 || uv.y > 1 ) {
  1106. switch ( this.wrapT ) {
  1107. case RepeatWrapping:
  1108. uv.y = uv.y - Math.floor( uv.y );
  1109. break;
  1110. case ClampToEdgeWrapping:
  1111. uv.y = uv.y < 0 ? 0 : 1;
  1112. break;
  1113. case MirroredRepeatWrapping:
  1114. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1115. uv.y = Math.ceil( uv.y ) - uv.y;
  1116. } else {
  1117. uv.y = uv.y - Math.floor( uv.y );
  1118. }
  1119. break;
  1120. }
  1121. }
  1122. if ( this.flipY ) {
  1123. uv.y = 1 - uv.y;
  1124. }
  1125. return uv;
  1126. }
  1127. } );
  1128. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1129. set: function ( value ) {
  1130. if ( value === true ) { this.version ++; }
  1131. }
  1132. } );
  1133. /**
  1134. * @author supereggbert / http://www.paulbrunt.co.uk/
  1135. * @author philogb / http://blog.thejit.org/
  1136. * @author mikael emtinger / http://gomo.se/
  1137. * @author egraether / http://egraether.com/
  1138. * @author WestLangley / http://github.com/WestLangley
  1139. */
  1140. function Vector4( x, y, z, w ) {
  1141. if ( x === void 0 ) x = 0;
  1142. if ( y === void 0 ) y = 0;
  1143. if ( z === void 0 ) z = 0;
  1144. if ( w === void 0 ) w = 1;
  1145. this.x = x;
  1146. this.y = y;
  1147. this.z = z;
  1148. this.w = w;
  1149. }
  1150. Object.defineProperties( Vector4.prototype, {
  1151. "width": {
  1152. get: function () {
  1153. return this.z;
  1154. },
  1155. set: function ( value ) {
  1156. this.z = value;
  1157. }
  1158. },
  1159. "height": {
  1160. get: function () {
  1161. return this.w;
  1162. },
  1163. set: function ( value ) {
  1164. this.w = value;
  1165. }
  1166. }
  1167. } );
  1168. Object.assign( Vector4.prototype, {
  1169. isVector4: true,
  1170. set: function ( x, y, z, w ) {
  1171. this.x = x;
  1172. this.y = y;
  1173. this.z = z;
  1174. this.w = w;
  1175. return this;
  1176. },
  1177. setScalar: function ( scalar ) {
  1178. this.x = scalar;
  1179. this.y = scalar;
  1180. this.z = scalar;
  1181. this.w = scalar;
  1182. return this;
  1183. },
  1184. setX: function ( x ) {
  1185. this.x = x;
  1186. return this;
  1187. },
  1188. setY: function ( y ) {
  1189. this.y = y;
  1190. return this;
  1191. },
  1192. setZ: function ( z ) {
  1193. this.z = z;
  1194. return this;
  1195. },
  1196. setW: function ( w ) {
  1197. this.w = w;
  1198. return this;
  1199. },
  1200. setComponent: function ( index, value ) {
  1201. switch ( index ) {
  1202. case 0: this.x = value; break;
  1203. case 1: this.y = value; break;
  1204. case 2: this.z = value; break;
  1205. case 3: this.w = value; break;
  1206. default: throw new Error( 'index is out of range: ' + index );
  1207. }
  1208. return this;
  1209. },
  1210. getComponent: function ( index ) {
  1211. switch ( index ) {
  1212. case 0: return this.x;
  1213. case 1: return this.y;
  1214. case 2: return this.z;
  1215. case 3: return this.w;
  1216. default: throw new Error( 'index is out of range: ' + index );
  1217. }
  1218. },
  1219. clone: function () {
  1220. return new this.constructor( this.x, this.y, this.z, this.w );
  1221. },
  1222. copy: function ( v ) {
  1223. this.x = v.x;
  1224. this.y = v.y;
  1225. this.z = v.z;
  1226. this.w = ( v.w !== undefined ) ? v.w : 1;
  1227. return this;
  1228. },
  1229. add: function ( v, w ) {
  1230. if ( w !== undefined ) {
  1231. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1232. return this.addVectors( v, w );
  1233. }
  1234. this.x += v.x;
  1235. this.y += v.y;
  1236. this.z += v.z;
  1237. this.w += v.w;
  1238. return this;
  1239. },
  1240. addScalar: function ( s ) {
  1241. this.x += s;
  1242. this.y += s;
  1243. this.z += s;
  1244. this.w += s;
  1245. return this;
  1246. },
  1247. addVectors: function ( a, b ) {
  1248. this.x = a.x + b.x;
  1249. this.y = a.y + b.y;
  1250. this.z = a.z + b.z;
  1251. this.w = a.w + b.w;
  1252. return this;
  1253. },
  1254. addScaledVector: function ( v, s ) {
  1255. this.x += v.x * s;
  1256. this.y += v.y * s;
  1257. this.z += v.z * s;
  1258. this.w += v.w * s;
  1259. return this;
  1260. },
  1261. sub: function ( v, w ) {
  1262. if ( w !== undefined ) {
  1263. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1264. return this.subVectors( v, w );
  1265. }
  1266. this.x -= v.x;
  1267. this.y -= v.y;
  1268. this.z -= v.z;
  1269. this.w -= v.w;
  1270. return this;
  1271. },
  1272. subScalar: function ( s ) {
  1273. this.x -= s;
  1274. this.y -= s;
  1275. this.z -= s;
  1276. this.w -= s;
  1277. return this;
  1278. },
  1279. subVectors: function ( a, b ) {
  1280. this.x = a.x - b.x;
  1281. this.y = a.y - b.y;
  1282. this.z = a.z - b.z;
  1283. this.w = a.w - b.w;
  1284. return this;
  1285. },
  1286. multiplyScalar: function ( scalar ) {
  1287. this.x *= scalar;
  1288. this.y *= scalar;
  1289. this.z *= scalar;
  1290. this.w *= scalar;
  1291. return this;
  1292. },
  1293. applyMatrix4: function ( m ) {
  1294. var x = this.x, y = this.y, z = this.z, w = this.w;
  1295. var e = m.elements;
  1296. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1297. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1298. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1299. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1300. return this;
  1301. },
  1302. divideScalar: function ( scalar ) {
  1303. return this.multiplyScalar( 1 / scalar );
  1304. },
  1305. setAxisAngleFromQuaternion: function ( q ) {
  1306. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1307. // q is assumed to be normalized
  1308. this.w = 2 * Math.acos( q.w );
  1309. var s = Math.sqrt( 1 - q.w * q.w );
  1310. if ( s < 0.0001 ) {
  1311. this.x = 1;
  1312. this.y = 0;
  1313. this.z = 0;
  1314. } else {
  1315. this.x = q.x / s;
  1316. this.y = q.y / s;
  1317. this.z = q.z / s;
  1318. }
  1319. return this;
  1320. },
  1321. setAxisAngleFromRotationMatrix: function ( m ) {
  1322. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1323. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1324. var angle, x, y, z; // variables for result
  1325. var epsilon = 0.01, // margin to allow for rounding errors
  1326. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1327. te = m.elements,
  1328. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1329. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1330. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1331. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1332. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1333. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1334. // singularity found
  1335. // first check for identity matrix which must have +1 for all terms
  1336. // in leading diagonal and zero in other terms
  1337. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1338. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1339. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1340. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1341. // this singularity is identity matrix so angle = 0
  1342. this.set( 1, 0, 0, 0 );
  1343. return this; // zero angle, arbitrary axis
  1344. }
  1345. // otherwise this singularity is angle = 180
  1346. angle = Math.PI;
  1347. var xx = ( m11 + 1 ) / 2;
  1348. var yy = ( m22 + 1 ) / 2;
  1349. var zz = ( m33 + 1 ) / 2;
  1350. var xy = ( m12 + m21 ) / 4;
  1351. var xz = ( m13 + m31 ) / 4;
  1352. var yz = ( m23 + m32 ) / 4;
  1353. if ( ( xx > yy ) && ( xx > zz ) ) {
  1354. // m11 is the largest diagonal term
  1355. if ( xx < epsilon ) {
  1356. x = 0;
  1357. y = 0.707106781;
  1358. z = 0.707106781;
  1359. } else {
  1360. x = Math.sqrt( xx );
  1361. y = xy / x;
  1362. z = xz / x;
  1363. }
  1364. } else if ( yy > zz ) {
  1365. // m22 is the largest diagonal term
  1366. if ( yy < epsilon ) {
  1367. x = 0.707106781;
  1368. y = 0;
  1369. z = 0.707106781;
  1370. } else {
  1371. y = Math.sqrt( yy );
  1372. x = xy / y;
  1373. z = yz / y;
  1374. }
  1375. } else {
  1376. // m33 is the largest diagonal term so base result on this
  1377. if ( zz < epsilon ) {
  1378. x = 0.707106781;
  1379. y = 0.707106781;
  1380. z = 0;
  1381. } else {
  1382. z = Math.sqrt( zz );
  1383. x = xz / z;
  1384. y = yz / z;
  1385. }
  1386. }
  1387. this.set( x, y, z, angle );
  1388. return this; // return 180 deg rotation
  1389. }
  1390. // as we have reached here there are no singularities so we can handle normally
  1391. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1392. ( m13 - m31 ) * ( m13 - m31 ) +
  1393. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1394. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1395. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1396. // caught by singularity test above, but I've left it in just in case
  1397. this.x = ( m32 - m23 ) / s;
  1398. this.y = ( m13 - m31 ) / s;
  1399. this.z = ( m21 - m12 ) / s;
  1400. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1401. return this;
  1402. },
  1403. min: function ( v ) {
  1404. this.x = Math.min( this.x, v.x );
  1405. this.y = Math.min( this.y, v.y );
  1406. this.z = Math.min( this.z, v.z );
  1407. this.w = Math.min( this.w, v.w );
  1408. return this;
  1409. },
  1410. max: function ( v ) {
  1411. this.x = Math.max( this.x, v.x );
  1412. this.y = Math.max( this.y, v.y );
  1413. this.z = Math.max( this.z, v.z );
  1414. this.w = Math.max( this.w, v.w );
  1415. return this;
  1416. },
  1417. clamp: function ( min, max ) {
  1418. // assumes min < max, componentwise
  1419. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1420. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1421. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1422. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1423. return this;
  1424. },
  1425. clampScalar: function ( minVal, maxVal ) {
  1426. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1427. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1428. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1429. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1430. return this;
  1431. },
  1432. clampLength: function ( min, max ) {
  1433. var length = this.length();
  1434. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1435. },
  1436. floor: function () {
  1437. this.x = Math.floor( this.x );
  1438. this.y = Math.floor( this.y );
  1439. this.z = Math.floor( this.z );
  1440. this.w = Math.floor( this.w );
  1441. return this;
  1442. },
  1443. ceil: function () {
  1444. this.x = Math.ceil( this.x );
  1445. this.y = Math.ceil( this.y );
  1446. this.z = Math.ceil( this.z );
  1447. this.w = Math.ceil( this.w );
  1448. return this;
  1449. },
  1450. round: function () {
  1451. this.x = Math.round( this.x );
  1452. this.y = Math.round( this.y );
  1453. this.z = Math.round( this.z );
  1454. this.w = Math.round( this.w );
  1455. return this;
  1456. },
  1457. roundToZero: function () {
  1458. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1459. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1460. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1461. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1462. return this;
  1463. },
  1464. negate: function () {
  1465. this.x = - this.x;
  1466. this.y = - this.y;
  1467. this.z = - this.z;
  1468. this.w = - this.w;
  1469. return this;
  1470. },
  1471. dot: function ( v ) {
  1472. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1473. },
  1474. lengthSq: function () {
  1475. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1476. },
  1477. length: function () {
  1478. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1479. },
  1480. manhattanLength: function () {
  1481. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1482. },
  1483. normalize: function () {
  1484. return this.divideScalar( this.length() || 1 );
  1485. },
  1486. setLength: function ( length ) {
  1487. return this.normalize().multiplyScalar( length );
  1488. },
  1489. lerp: function ( v, alpha ) {
  1490. this.x += ( v.x - this.x ) * alpha;
  1491. this.y += ( v.y - this.y ) * alpha;
  1492. this.z += ( v.z - this.z ) * alpha;
  1493. this.w += ( v.w - this.w ) * alpha;
  1494. return this;
  1495. },
  1496. lerpVectors: function ( v1, v2, alpha ) {
  1497. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1498. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1499. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1500. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1501. return this;
  1502. },
  1503. equals: function ( v ) {
  1504. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1505. },
  1506. fromArray: function ( array, offset ) {
  1507. if ( offset === undefined ) { offset = 0; }
  1508. this.x = array[ offset ];
  1509. this.y = array[ offset + 1 ];
  1510. this.z = array[ offset + 2 ];
  1511. this.w = array[ offset + 3 ];
  1512. return this;
  1513. },
  1514. toArray: function ( array, offset ) {
  1515. if ( array === undefined ) { array = []; }
  1516. if ( offset === undefined ) { offset = 0; }
  1517. array[ offset ] = this.x;
  1518. array[ offset + 1 ] = this.y;
  1519. array[ offset + 2 ] = this.z;
  1520. array[ offset + 3 ] = this.w;
  1521. return array;
  1522. },
  1523. fromBufferAttribute: function ( attribute, index, offset ) {
  1524. if ( offset !== undefined ) {
  1525. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1526. }
  1527. this.x = attribute.getX( index );
  1528. this.y = attribute.getY( index );
  1529. this.z = attribute.getZ( index );
  1530. this.w = attribute.getW( index );
  1531. return this;
  1532. },
  1533. random: function () {
  1534. this.x = Math.random();
  1535. this.y = Math.random();
  1536. this.z = Math.random();
  1537. this.w = Math.random();
  1538. return this;
  1539. }
  1540. } );
  1541. /**
  1542. * @author szimek / https://github.com/szimek/
  1543. * @author alteredq / http://alteredqualia.com/
  1544. * @author Marius Kintel / https://github.com/kintel
  1545. */
  1546. /*
  1547. In options, we can specify:
  1548. * Texture parameters for an auto-generated target texture
  1549. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1550. */
  1551. function WebGLRenderTarget( width, height, options ) {
  1552. this.width = width;
  1553. this.height = height;
  1554. this.scissor = new Vector4( 0, 0, width, height );
  1555. this.scissorTest = false;
  1556. this.viewport = new Vector4( 0, 0, width, height );
  1557. options = options || {};
  1558. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1559. this.texture.image = {};
  1560. this.texture.image.width = width;
  1561. this.texture.image.height = height;
  1562. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1563. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1564. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1565. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1566. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1567. }
  1568. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1569. constructor: WebGLRenderTarget,
  1570. isWebGLRenderTarget: true,
  1571. setSize: function ( width, height ) {
  1572. if ( this.width !== width || this.height !== height ) {
  1573. this.width = width;
  1574. this.height = height;
  1575. this.texture.image.width = width;
  1576. this.texture.image.height = height;
  1577. this.dispose();
  1578. }
  1579. this.viewport.set( 0, 0, width, height );
  1580. this.scissor.set( 0, 0, width, height );
  1581. },
  1582. clone: function () {
  1583. return new this.constructor().copy( this );
  1584. },
  1585. copy: function ( source ) {
  1586. this.width = source.width;
  1587. this.height = source.height;
  1588. this.viewport.copy( source.viewport );
  1589. this.texture = source.texture.clone();
  1590. this.depthBuffer = source.depthBuffer;
  1591. this.stencilBuffer = source.stencilBuffer;
  1592. this.depthTexture = source.depthTexture;
  1593. return this;
  1594. },
  1595. dispose: function () {
  1596. this.dispatchEvent( { type: 'dispose' } );
  1597. }
  1598. } );
  1599. /**
  1600. * @author Mugen87 / https://github.com/Mugen87
  1601. * @author Matt DesLauriers / @mattdesl
  1602. */
  1603. function WebGLMultisampleRenderTarget( width, height, options ) {
  1604. WebGLRenderTarget.call( this, width, height, options );
  1605. this.samples = 4;
  1606. }
  1607. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1608. constructor: WebGLMultisampleRenderTarget,
  1609. isWebGLMultisampleRenderTarget: true,
  1610. copy: function ( source ) {
  1611. WebGLRenderTarget.prototype.copy.call( this, source );
  1612. this.samples = source.samples;
  1613. return this;
  1614. }
  1615. } );
  1616. /**
  1617. * @author mikael emtinger / http://gomo.se/
  1618. * @author alteredq / http://alteredqualia.com/
  1619. * @author WestLangley / http://github.com/WestLangley
  1620. * @author bhouston / http://clara.io
  1621. */
  1622. function Quaternion( x, y, z, w ) {
  1623. if ( x === void 0 ) x = 0;
  1624. if ( y === void 0 ) y = 0;
  1625. if ( z === void 0 ) z = 0;
  1626. if ( w === void 0 ) w = 1;
  1627. this._x = x;
  1628. this._y = y;
  1629. this._z = z;
  1630. this._w = w;
  1631. }
  1632. Object.assign( Quaternion, {
  1633. slerp: function ( qa, qb, qm, t ) {
  1634. return qm.copy( qa ).slerp( qb, t );
  1635. },
  1636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1637. // fuzz-free, array-based Quaternion SLERP operation
  1638. var x0 = src0[ srcOffset0 + 0 ],
  1639. y0 = src0[ srcOffset0 + 1 ],
  1640. z0 = src0[ srcOffset0 + 2 ],
  1641. w0 = src0[ srcOffset0 + 3 ];
  1642. var x1 = src1[ srcOffset1 + 0 ],
  1643. y1 = src1[ srcOffset1 + 1 ],
  1644. z1 = src1[ srcOffset1 + 2 ],
  1645. w1 = src1[ srcOffset1 + 3 ];
  1646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1647. var s = 1 - t,
  1648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1649. dir = ( cos >= 0 ? 1 : - 1 ),
  1650. sqrSin = 1 - cos * cos;
  1651. // Skip the Slerp for tiny steps to avoid numeric problems:
  1652. if ( sqrSin > Number.EPSILON ) {
  1653. var sin = Math.sqrt( sqrSin ),
  1654. len = Math.atan2( sin, cos * dir );
  1655. s = Math.sin( s * len ) / sin;
  1656. t = Math.sin( t * len ) / sin;
  1657. }
  1658. var tDir = t * dir;
  1659. x0 = x0 * s + x1 * tDir;
  1660. y0 = y0 * s + y1 * tDir;
  1661. z0 = z0 * s + z1 * tDir;
  1662. w0 = w0 * s + w1 * tDir;
  1663. // Normalize in case we just did a lerp:
  1664. if ( s === 1 - t ) {
  1665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1666. x0 *= f;
  1667. y0 *= f;
  1668. z0 *= f;
  1669. w0 *= f;
  1670. }
  1671. }
  1672. dst[ dstOffset ] = x0;
  1673. dst[ dstOffset + 1 ] = y0;
  1674. dst[ dstOffset + 2 ] = z0;
  1675. dst[ dstOffset + 3 ] = w0;
  1676. },
  1677. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1678. var x0 = src0[ srcOffset0 ];
  1679. var y0 = src0[ srcOffset0 + 1 ];
  1680. var z0 = src0[ srcOffset0 + 2 ];
  1681. var w0 = src0[ srcOffset0 + 3 ];
  1682. var x1 = src1[ srcOffset1 ];
  1683. var y1 = src1[ srcOffset1 + 1 ];
  1684. var z1 = src1[ srcOffset1 + 2 ];
  1685. var w1 = src1[ srcOffset1 + 3 ];
  1686. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1687. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1688. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1689. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1690. return dst;
  1691. }
  1692. } );
  1693. Object.defineProperties( Quaternion.prototype, {
  1694. x: {
  1695. get: function () {
  1696. return this._x;
  1697. },
  1698. set: function ( value ) {
  1699. this._x = value;
  1700. this._onChangeCallback();
  1701. }
  1702. },
  1703. y: {
  1704. get: function () {
  1705. return this._y;
  1706. },
  1707. set: function ( value ) {
  1708. this._y = value;
  1709. this._onChangeCallback();
  1710. }
  1711. },
  1712. z: {
  1713. get: function () {
  1714. return this._z;
  1715. },
  1716. set: function ( value ) {
  1717. this._z = value;
  1718. this._onChangeCallback();
  1719. }
  1720. },
  1721. w: {
  1722. get: function () {
  1723. return this._w;
  1724. },
  1725. set: function ( value ) {
  1726. this._w = value;
  1727. this._onChangeCallback();
  1728. }
  1729. }
  1730. } );
  1731. Object.assign( Quaternion.prototype, {
  1732. isQuaternion: true,
  1733. set: function ( x, y, z, w ) {
  1734. this._x = x;
  1735. this._y = y;
  1736. this._z = z;
  1737. this._w = w;
  1738. this._onChangeCallback();
  1739. return this;
  1740. },
  1741. clone: function () {
  1742. return new this.constructor( this._x, this._y, this._z, this._w );
  1743. },
  1744. copy: function ( quaternion ) {
  1745. this._x = quaternion.x;
  1746. this._y = quaternion.y;
  1747. this._z = quaternion.z;
  1748. this._w = quaternion.w;
  1749. this._onChangeCallback();
  1750. return this;
  1751. },
  1752. setFromEuler: function ( euler, update ) {
  1753. if ( ! ( euler && euler.isEuler ) ) {
  1754. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1755. }
  1756. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1757. // http://www.mathworks.com/matlabcentral/fileexchange/
  1758. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1759. // content/SpinCalc.m
  1760. var cos = Math.cos;
  1761. var sin = Math.sin;
  1762. var c1 = cos( x / 2 );
  1763. var c2 = cos( y / 2 );
  1764. var c3 = cos( z / 2 );
  1765. var s1 = sin( x / 2 );
  1766. var s2 = sin( y / 2 );
  1767. var s3 = sin( z / 2 );
  1768. switch ( order ) {
  1769. case 'XYZ':
  1770. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1773. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1774. break;
  1775. case 'YXZ':
  1776. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1777. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1778. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1779. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1780. break;
  1781. case 'ZXY':
  1782. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1783. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1784. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1785. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1786. break;
  1787. case 'ZYX':
  1788. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1789. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1790. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1791. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1792. break;
  1793. case 'YZX':
  1794. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1795. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1796. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1797. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1798. break;
  1799. case 'XZY':
  1800. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1801. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1802. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1803. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1804. break;
  1805. default:
  1806. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1807. }
  1808. if ( update !== false ) { this._onChangeCallback(); }
  1809. return this;
  1810. },
  1811. setFromAxisAngle: function ( axis, angle ) {
  1812. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1813. // assumes axis is normalized
  1814. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1815. this._x = axis.x * s;
  1816. this._y = axis.y * s;
  1817. this._z = axis.z * s;
  1818. this._w = Math.cos( halfAngle );
  1819. this._onChangeCallback();
  1820. return this;
  1821. },
  1822. setFromRotationMatrix: function ( m ) {
  1823. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1824. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1825. var te = m.elements,
  1826. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1827. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1828. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1829. trace = m11 + m22 + m33;
  1830. if ( trace > 0 ) {
  1831. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1832. this._w = 0.25 / s;
  1833. this._x = ( m32 - m23 ) * s;
  1834. this._y = ( m13 - m31 ) * s;
  1835. this._z = ( m21 - m12 ) * s;
  1836. } else if ( m11 > m22 && m11 > m33 ) {
  1837. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1838. this._w = ( m32 - m23 ) / s$1;
  1839. this._x = 0.25 * s$1;
  1840. this._y = ( m12 + m21 ) / s$1;
  1841. this._z = ( m13 + m31 ) / s$1;
  1842. } else if ( m22 > m33 ) {
  1843. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1844. this._w = ( m13 - m31 ) / s$2;
  1845. this._x = ( m12 + m21 ) / s$2;
  1846. this._y = 0.25 * s$2;
  1847. this._z = ( m23 + m32 ) / s$2;
  1848. } else {
  1849. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1850. this._w = ( m21 - m12 ) / s$3;
  1851. this._x = ( m13 + m31 ) / s$3;
  1852. this._y = ( m23 + m32 ) / s$3;
  1853. this._z = 0.25 * s$3;
  1854. }
  1855. this._onChangeCallback();
  1856. return this;
  1857. },
  1858. setFromUnitVectors: function ( vFrom, vTo ) {
  1859. // assumes direction vectors vFrom and vTo are normalized
  1860. var EPS = 0.000001;
  1861. var r = vFrom.dot( vTo ) + 1;
  1862. if ( r < EPS ) {
  1863. r = 0;
  1864. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1865. this._x = - vFrom.y;
  1866. this._y = vFrom.x;
  1867. this._z = 0;
  1868. this._w = r;
  1869. } else {
  1870. this._x = 0;
  1871. this._y = - vFrom.z;
  1872. this._z = vFrom.y;
  1873. this._w = r;
  1874. }
  1875. } else {
  1876. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1877. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1878. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1879. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1880. this._w = r;
  1881. }
  1882. return this.normalize();
  1883. },
  1884. angleTo: function ( q ) {
  1885. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1886. },
  1887. rotateTowards: function ( q, step ) {
  1888. var angle = this.angleTo( q );
  1889. if ( angle === 0 ) { return this; }
  1890. var t = Math.min( 1, step / angle );
  1891. this.slerp( q, t );
  1892. return this;
  1893. },
  1894. identity: function () {
  1895. return this.set( 0, 0, 0, 1 );
  1896. },
  1897. inverse: function () {
  1898. // quaternion is assumed to have unit length
  1899. return this.conjugate();
  1900. },
  1901. conjugate: function () {
  1902. this._x *= - 1;
  1903. this._y *= - 1;
  1904. this._z *= - 1;
  1905. this._onChangeCallback();
  1906. return this;
  1907. },
  1908. dot: function ( v ) {
  1909. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1910. },
  1911. lengthSq: function () {
  1912. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1913. },
  1914. length: function () {
  1915. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1916. },
  1917. normalize: function () {
  1918. var l = this.length();
  1919. if ( l === 0 ) {
  1920. this._x = 0;
  1921. this._y = 0;
  1922. this._z = 0;
  1923. this._w = 1;
  1924. } else {
  1925. l = 1 / l;
  1926. this._x = this._x * l;
  1927. this._y = this._y * l;
  1928. this._z = this._z * l;
  1929. this._w = this._w * l;
  1930. }
  1931. this._onChangeCallback();
  1932. return this;
  1933. },
  1934. multiply: function ( q, p ) {
  1935. if ( p !== undefined ) {
  1936. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1937. return this.multiplyQuaternions( q, p );
  1938. }
  1939. return this.multiplyQuaternions( this, q );
  1940. },
  1941. premultiply: function ( q ) {
  1942. return this.multiplyQuaternions( q, this );
  1943. },
  1944. multiplyQuaternions: function ( a, b ) {
  1945. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1946. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1947. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1948. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1949. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1950. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1951. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1952. this._onChangeCallback();
  1953. return this;
  1954. },
  1955. slerp: function ( qb, t ) {
  1956. if ( t === 0 ) { return this; }
  1957. if ( t === 1 ) { return this.copy( qb ); }
  1958. var x = this._x, y = this._y, z = this._z, w = this._w;
  1959. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1960. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1961. if ( cosHalfTheta < 0 ) {
  1962. this._w = - qb._w;
  1963. this._x = - qb._x;
  1964. this._y = - qb._y;
  1965. this._z = - qb._z;
  1966. cosHalfTheta = - cosHalfTheta;
  1967. } else {
  1968. this.copy( qb );
  1969. }
  1970. if ( cosHalfTheta >= 1.0 ) {
  1971. this._w = w;
  1972. this._x = x;
  1973. this._y = y;
  1974. this._z = z;
  1975. return this;
  1976. }
  1977. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1978. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1979. var s = 1 - t;
  1980. this._w = s * w + t * this._w;
  1981. this._x = s * x + t * this._x;
  1982. this._y = s * y + t * this._y;
  1983. this._z = s * z + t * this._z;
  1984. this.normalize();
  1985. this._onChangeCallback();
  1986. return this;
  1987. }
  1988. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1989. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1990. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1991. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1992. this._w = ( w * ratioA + this._w * ratioB );
  1993. this._x = ( x * ratioA + this._x * ratioB );
  1994. this._y = ( y * ratioA + this._y * ratioB );
  1995. this._z = ( z * ratioA + this._z * ratioB );
  1996. this._onChangeCallback();
  1997. return this;
  1998. },
  1999. equals: function ( quaternion ) {
  2000. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2001. },
  2002. fromArray: function ( array, offset ) {
  2003. if ( offset === undefined ) { offset = 0; }
  2004. this._x = array[ offset ];
  2005. this._y = array[ offset + 1 ];
  2006. this._z = array[ offset + 2 ];
  2007. this._w = array[ offset + 3 ];
  2008. this._onChangeCallback();
  2009. return this;
  2010. },
  2011. toArray: function ( array, offset ) {
  2012. if ( array === undefined ) { array = []; }
  2013. if ( offset === undefined ) { offset = 0; }
  2014. array[ offset ] = this._x;
  2015. array[ offset + 1 ] = this._y;
  2016. array[ offset + 2 ] = this._z;
  2017. array[ offset + 3 ] = this._w;
  2018. return array;
  2019. },
  2020. fromBufferAttribute: function ( attribute, index ) {
  2021. this._x = attribute.getX( index );
  2022. this._y = attribute.getY( index );
  2023. this._z = attribute.getZ( index );
  2024. this._w = attribute.getW( index );
  2025. return this;
  2026. },
  2027. _onChange: function ( callback ) {
  2028. this._onChangeCallback = callback;
  2029. return this;
  2030. },
  2031. _onChangeCallback: function () {}
  2032. } );
  2033. /**
  2034. * @author mrdoob / http://mrdoob.com/
  2035. * @author kile / http://kile.stravaganza.org/
  2036. * @author philogb / http://blog.thejit.org/
  2037. * @author mikael emtinger / http://gomo.se/
  2038. * @author egraether / http://egraether.com/
  2039. * @author WestLangley / http://github.com/WestLangley
  2040. */
  2041. var _vector = new Vector3();
  2042. var _quaternion = new Quaternion();
  2043. function Vector3( x, y, z ) {
  2044. if ( x === void 0 ) x = 0;
  2045. if ( y === void 0 ) y = 0;
  2046. if ( z === void 0 ) z = 0;
  2047. this.x = x;
  2048. this.y = y;
  2049. this.z = z;
  2050. }
  2051. Object.assign( Vector3.prototype, {
  2052. isVector3: true,
  2053. set: function ( x, y, z ) {
  2054. if ( z === undefined ) { z = this.z; } // sprite.scale.set(x,y)
  2055. this.x = x;
  2056. this.y = y;
  2057. this.z = z;
  2058. return this;
  2059. },
  2060. setScalar: function ( scalar ) {
  2061. this.x = scalar;
  2062. this.y = scalar;
  2063. this.z = scalar;
  2064. return this;
  2065. },
  2066. setX: function ( x ) {
  2067. this.x = x;
  2068. return this;
  2069. },
  2070. setY: function ( y ) {
  2071. this.y = y;
  2072. return this;
  2073. },
  2074. setZ: function ( z ) {
  2075. this.z = z;
  2076. return this;
  2077. },
  2078. setComponent: function ( index, value ) {
  2079. switch ( index ) {
  2080. case 0: this.x = value; break;
  2081. case 1: this.y = value; break;
  2082. case 2: this.z = value; break;
  2083. default: throw new Error( 'index is out of range: ' + index );
  2084. }
  2085. return this;
  2086. },
  2087. getComponent: function ( index ) {
  2088. switch ( index ) {
  2089. case 0: return this.x;
  2090. case 1: return this.y;
  2091. case 2: return this.z;
  2092. default: throw new Error( 'index is out of range: ' + index );
  2093. }
  2094. },
  2095. clone: function () {
  2096. return new this.constructor( this.x, this.y, this.z );
  2097. },
  2098. copy: function ( v ) {
  2099. this.x = v.x;
  2100. this.y = v.y;
  2101. this.z = v.z;
  2102. return this;
  2103. },
  2104. add: function ( v, w ) {
  2105. if ( w !== undefined ) {
  2106. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2107. return this.addVectors( v, w );
  2108. }
  2109. this.x += v.x;
  2110. this.y += v.y;
  2111. this.z += v.z;
  2112. return this;
  2113. },
  2114. addScalar: function ( s ) {
  2115. this.x += s;
  2116. this.y += s;
  2117. this.z += s;
  2118. return this;
  2119. },
  2120. addVectors: function ( a, b ) {
  2121. this.x = a.x + b.x;
  2122. this.y = a.y + b.y;
  2123. this.z = a.z + b.z;
  2124. return this;
  2125. },
  2126. addScaledVector: function ( v, s ) {
  2127. this.x += v.x * s;
  2128. this.y += v.y * s;
  2129. this.z += v.z * s;
  2130. return this;
  2131. },
  2132. sub: function ( v, w ) {
  2133. if ( w !== undefined ) {
  2134. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2135. return this.subVectors( v, w );
  2136. }
  2137. this.x -= v.x;
  2138. this.y -= v.y;
  2139. this.z -= v.z;
  2140. return this;
  2141. },
  2142. subScalar: function ( s ) {
  2143. this.x -= s;
  2144. this.y -= s;
  2145. this.z -= s;
  2146. return this;
  2147. },
  2148. subVectors: function ( a, b ) {
  2149. this.x = a.x - b.x;
  2150. this.y = a.y - b.y;
  2151. this.z = a.z - b.z;
  2152. return this;
  2153. },
  2154. multiply: function ( v, w ) {
  2155. if ( w !== undefined ) {
  2156. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2157. return this.multiplyVectors( v, w );
  2158. }
  2159. this.x *= v.x;
  2160. this.y *= v.y;
  2161. this.z *= v.z;
  2162. return this;
  2163. },
  2164. multiplyScalar: function ( scalar ) {
  2165. this.x *= scalar;
  2166. this.y *= scalar;
  2167. this.z *= scalar;
  2168. return this;
  2169. },
  2170. multiplyVectors: function ( a, b ) {
  2171. this.x = a.x * b.x;
  2172. this.y = a.y * b.y;
  2173. this.z = a.z * b.z;
  2174. return this;
  2175. },
  2176. applyEuler: function ( euler ) {
  2177. if ( ! ( euler && euler.isEuler ) ) {
  2178. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2179. }
  2180. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2181. },
  2182. applyAxisAngle: function ( axis, angle ) {
  2183. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2184. },
  2185. applyMatrix3: function ( m ) {
  2186. var x = this.x, y = this.y, z = this.z;
  2187. var e = m.elements;
  2188. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2189. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2190. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2191. return this;
  2192. },
  2193. applyNormalMatrix: function ( m ) {
  2194. return this.applyMatrix3( m ).normalize();
  2195. },
  2196. applyMatrix4: function ( m ) {
  2197. var x = this.x, y = this.y, z = this.z;
  2198. var e = m.elements;
  2199. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2200. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2201. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2202. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2203. return this;
  2204. },
  2205. applyQuaternion: function ( q ) {
  2206. var x = this.x, y = this.y, z = this.z;
  2207. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2208. // calculate quat * vector
  2209. var ix = qw * x + qy * z - qz * y;
  2210. var iy = qw * y + qz * x - qx * z;
  2211. var iz = qw * z + qx * y - qy * x;
  2212. var iw = - qx * x - qy * y - qz * z;
  2213. // calculate result * inverse quat
  2214. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2215. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2216. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2217. return this;
  2218. },
  2219. project: function ( camera ) {
  2220. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2221. },
  2222. unproject: function ( camera ) {
  2223. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2224. },
  2225. transformDirection: function ( m ) {
  2226. // input: THREE.Matrix4 affine matrix
  2227. // vector interpreted as a direction
  2228. var x = this.x, y = this.y, z = this.z;
  2229. var e = m.elements;
  2230. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2231. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2232. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2233. return this.normalize();
  2234. },
  2235. divide: function ( v ) {
  2236. this.x /= v.x;
  2237. this.y /= v.y;
  2238. this.z /= v.z;
  2239. return this;
  2240. },
  2241. divideScalar: function ( scalar ) {
  2242. return this.multiplyScalar( 1 / scalar );
  2243. },
  2244. min: function ( v ) {
  2245. this.x = Math.min( this.x, v.x );
  2246. this.y = Math.min( this.y, v.y );
  2247. this.z = Math.min( this.z, v.z );
  2248. return this;
  2249. },
  2250. max: function ( v ) {
  2251. this.x = Math.max( this.x, v.x );
  2252. this.y = Math.max( this.y, v.y );
  2253. this.z = Math.max( this.z, v.z );
  2254. return this;
  2255. },
  2256. clamp: function ( min, max ) {
  2257. // assumes min < max, componentwise
  2258. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2259. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2260. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2261. return this;
  2262. },
  2263. clampScalar: function ( minVal, maxVal ) {
  2264. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2265. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2266. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2267. return this;
  2268. },
  2269. clampLength: function ( min, max ) {
  2270. var length = this.length();
  2271. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2272. },
  2273. floor: function () {
  2274. this.x = Math.floor( this.x );
  2275. this.y = Math.floor( this.y );
  2276. this.z = Math.floor( this.z );
  2277. return this;
  2278. },
  2279. ceil: function () {
  2280. this.x = Math.ceil( this.x );
  2281. this.y = Math.ceil( this.y );
  2282. this.z = Math.ceil( this.z );
  2283. return this;
  2284. },
  2285. round: function () {
  2286. this.x = Math.round( this.x );
  2287. this.y = Math.round( this.y );
  2288. this.z = Math.round( this.z );
  2289. return this;
  2290. },
  2291. roundToZero: function () {
  2292. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2293. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2294. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2295. return this;
  2296. },
  2297. negate: function () {
  2298. this.x = - this.x;
  2299. this.y = - this.y;
  2300. this.z = - this.z;
  2301. return this;
  2302. },
  2303. dot: function ( v ) {
  2304. return this.x * v.x + this.y * v.y + this.z * v.z;
  2305. },
  2306. // TODO lengthSquared?
  2307. lengthSq: function () {
  2308. return this.x * this.x + this.y * this.y + this.z * this.z;
  2309. },
  2310. length: function () {
  2311. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2312. },
  2313. manhattanLength: function () {
  2314. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2315. },
  2316. normalize: function () {
  2317. return this.divideScalar( this.length() || 1 );
  2318. },
  2319. setLength: function ( length ) {
  2320. return this.normalize().multiplyScalar( length );
  2321. },
  2322. lerp: function ( v, alpha ) {
  2323. this.x += ( v.x - this.x ) * alpha;
  2324. this.y += ( v.y - this.y ) * alpha;
  2325. this.z += ( v.z - this.z ) * alpha;
  2326. return this;
  2327. },
  2328. lerpVectors: function ( v1, v2, alpha ) {
  2329. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2330. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2331. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2332. return this;
  2333. },
  2334. cross: function ( v, w ) {
  2335. if ( w !== undefined ) {
  2336. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2337. return this.crossVectors( v, w );
  2338. }
  2339. return this.crossVectors( this, v );
  2340. },
  2341. crossVectors: function ( a, b ) {
  2342. var ax = a.x, ay = a.y, az = a.z;
  2343. var bx = b.x, by = b.y, bz = b.z;
  2344. this.x = ay * bz - az * by;
  2345. this.y = az * bx - ax * bz;
  2346. this.z = ax * by - ay * bx;
  2347. return this;
  2348. },
  2349. projectOnVector: function ( v ) {
  2350. var denominator = v.lengthSq();
  2351. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2352. var scalar = v.dot( this ) / denominator;
  2353. return this.copy( v ).multiplyScalar( scalar );
  2354. },
  2355. projectOnPlane: function ( planeNormal ) {
  2356. _vector.copy( this ).projectOnVector( planeNormal );
  2357. return this.sub( _vector );
  2358. },
  2359. reflect: function ( normal ) {
  2360. // reflect incident vector off plane orthogonal to normal
  2361. // normal is assumed to have unit length
  2362. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2363. },
  2364. angleTo: function ( v ) {
  2365. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2366. if ( denominator === 0 ) { return Math.PI / 2; }
  2367. var theta = this.dot( v ) / denominator;
  2368. // clamp, to handle numerical problems
  2369. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2370. },
  2371. distanceTo: function ( v ) {
  2372. return Math.sqrt( this.distanceToSquared( v ) );
  2373. },
  2374. distanceToSquared: function ( v ) {
  2375. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2376. return dx * dx + dy * dy + dz * dz;
  2377. },
  2378. manhattanDistanceTo: function ( v ) {
  2379. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2380. },
  2381. setFromSpherical: function ( s ) {
  2382. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2383. },
  2384. setFromSphericalCoords: function ( radius, phi, theta ) {
  2385. var sinPhiRadius = Math.sin( phi ) * radius;
  2386. this.x = sinPhiRadius * Math.sin( theta );
  2387. this.y = Math.cos( phi ) * radius;
  2388. this.z = sinPhiRadius * Math.cos( theta );
  2389. return this;
  2390. },
  2391. setFromCylindrical: function ( c ) {
  2392. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2393. },
  2394. setFromCylindricalCoords: function ( radius, theta, y ) {
  2395. this.x = radius * Math.sin( theta );
  2396. this.y = y;
  2397. this.z = radius * Math.cos( theta );
  2398. return this;
  2399. },
  2400. setFromMatrixPosition: function ( m ) {
  2401. var e = m.elements;
  2402. this.x = e[ 12 ];
  2403. this.y = e[ 13 ];
  2404. this.z = e[ 14 ];
  2405. return this;
  2406. },
  2407. setFromMatrixScale: function ( m ) {
  2408. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2409. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2410. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2411. this.x = sx;
  2412. this.y = sy;
  2413. this.z = sz;
  2414. return this;
  2415. },
  2416. setFromMatrixColumn: function ( m, index ) {
  2417. return this.fromArray( m.elements, index * 4 );
  2418. },
  2419. setFromMatrix3Column: function ( m, index ) {
  2420. return this.fromArray( m.elements, index * 3 );
  2421. },
  2422. equals: function ( v ) {
  2423. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2424. },
  2425. fromArray: function ( array, offset ) {
  2426. if ( offset === undefined ) { offset = 0; }
  2427. this.x = array[ offset ];
  2428. this.y = array[ offset + 1 ];
  2429. this.z = array[ offset + 2 ];
  2430. return this;
  2431. },
  2432. toArray: function ( array, offset ) {
  2433. if ( array === undefined ) { array = []; }
  2434. if ( offset === undefined ) { offset = 0; }
  2435. array[ offset ] = this.x;
  2436. array[ offset + 1 ] = this.y;
  2437. array[ offset + 2 ] = this.z;
  2438. return array;
  2439. },
  2440. fromBufferAttribute: function ( attribute, index, offset ) {
  2441. if ( offset !== undefined ) {
  2442. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2443. }
  2444. this.x = attribute.getX( index );
  2445. this.y = attribute.getY( index );
  2446. this.z = attribute.getZ( index );
  2447. return this;
  2448. },
  2449. random: function () {
  2450. this.x = Math.random();
  2451. this.y = Math.random();
  2452. this.z = Math.random();
  2453. return this;
  2454. }
  2455. } );
  2456. var _v1 = new Vector3();
  2457. var _m1 = new Matrix4();
  2458. var _zero = new Vector3( 0, 0, 0 );
  2459. var _one = new Vector3( 1, 1, 1 );
  2460. var _x = new Vector3();
  2461. var _y = new Vector3();
  2462. var _z = new Vector3();
  2463. /**
  2464. * @author mrdoob / http://mrdoob.com/
  2465. * @author supereggbert / http://www.paulbrunt.co.uk/
  2466. * @author philogb / http://blog.thejit.org/
  2467. * @author jordi_ros / http://plattsoft.com
  2468. * @author D1plo1d / http://github.com/D1plo1d
  2469. * @author alteredq / http://alteredqualia.com/
  2470. * @author mikael emtinger / http://gomo.se/
  2471. * @author timknip / http://www.floorplanner.com/
  2472. * @author bhouston / http://clara.io
  2473. * @author WestLangley / http://github.com/WestLangley
  2474. */
  2475. function Matrix4() {
  2476. this.elements = [
  2477. 1, 0, 0, 0,
  2478. 0, 1, 0, 0,
  2479. 0, 0, 1, 0,
  2480. 0, 0, 0, 1
  2481. ];
  2482. if ( arguments.length > 0 ) {
  2483. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2484. }
  2485. }
  2486. Object.assign( Matrix4.prototype, {
  2487. isMatrix4: true,
  2488. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2489. var te = this.elements;
  2490. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2491. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2492. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2493. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2494. return this;
  2495. },
  2496. identity: function () {
  2497. this.set(
  2498. 1, 0, 0, 0,
  2499. 0, 1, 0, 0,
  2500. 0, 0, 1, 0,
  2501. 0, 0, 0, 1
  2502. );
  2503. return this;
  2504. },
  2505. clone: function () {
  2506. return new Matrix4().fromArray( this.elements );
  2507. },
  2508. copy: function ( m ) {
  2509. var te = this.elements;
  2510. var me = m.elements;
  2511. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2512. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2513. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2514. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2515. return this;
  2516. },
  2517. copyPosition: function ( m ) {
  2518. var te = this.elements, me = m.elements;
  2519. te[ 12 ] = me[ 12 ];
  2520. te[ 13 ] = me[ 13 ];
  2521. te[ 14 ] = me[ 14 ];
  2522. return this;
  2523. },
  2524. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2525. xAxis.setFromMatrixColumn( this, 0 );
  2526. yAxis.setFromMatrixColumn( this, 1 );
  2527. zAxis.setFromMatrixColumn( this, 2 );
  2528. return this;
  2529. },
  2530. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2531. this.set(
  2532. xAxis.x, yAxis.x, zAxis.x, 0,
  2533. xAxis.y, yAxis.y, zAxis.y, 0,
  2534. xAxis.z, yAxis.z, zAxis.z, 0,
  2535. 0, 0, 0, 1
  2536. );
  2537. return this;
  2538. },
  2539. extractRotation: function ( m ) {
  2540. // this method does not support reflection matrices
  2541. var te = this.elements;
  2542. var me = m.elements;
  2543. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2544. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2545. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2546. te[ 0 ] = me[ 0 ] * scaleX;
  2547. te[ 1 ] = me[ 1 ] * scaleX;
  2548. te[ 2 ] = me[ 2 ] * scaleX;
  2549. te[ 3 ] = 0;
  2550. te[ 4 ] = me[ 4 ] * scaleY;
  2551. te[ 5 ] = me[ 5 ] * scaleY;
  2552. te[ 6 ] = me[ 6 ] * scaleY;
  2553. te[ 7 ] = 0;
  2554. te[ 8 ] = me[ 8 ] * scaleZ;
  2555. te[ 9 ] = me[ 9 ] * scaleZ;
  2556. te[ 10 ] = me[ 10 ] * scaleZ;
  2557. te[ 11 ] = 0;
  2558. te[ 12 ] = 0;
  2559. te[ 13 ] = 0;
  2560. te[ 14 ] = 0;
  2561. te[ 15 ] = 1;
  2562. return this;
  2563. },
  2564. makeRotationFromEuler: function ( euler ) {
  2565. if ( ! ( euler && euler.isEuler ) ) {
  2566. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2567. }
  2568. var te = this.elements;
  2569. var x = euler.x, y = euler.y, z = euler.z;
  2570. var a = Math.cos( x ), b = Math.sin( x );
  2571. var c = Math.cos( y ), d = Math.sin( y );
  2572. var e = Math.cos( z ), f = Math.sin( z );
  2573. if ( euler.order === 'XYZ' ) {
  2574. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2575. te[ 0 ] = c * e;
  2576. te[ 4 ] = - c * f;
  2577. te[ 8 ] = d;
  2578. te[ 1 ] = af + be * d;
  2579. te[ 5 ] = ae - bf * d;
  2580. te[ 9 ] = - b * c;
  2581. te[ 2 ] = bf - ae * d;
  2582. te[ 6 ] = be + af * d;
  2583. te[ 10 ] = a * c;
  2584. } else if ( euler.order === 'YXZ' ) {
  2585. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2586. te[ 0 ] = ce + df * b;
  2587. te[ 4 ] = de * b - cf;
  2588. te[ 8 ] = a * d;
  2589. te[ 1 ] = a * f;
  2590. te[ 5 ] = a * e;
  2591. te[ 9 ] = - b;
  2592. te[ 2 ] = cf * b - de;
  2593. te[ 6 ] = df + ce * b;
  2594. te[ 10 ] = a * c;
  2595. } else if ( euler.order === 'ZXY' ) {
  2596. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2597. te[ 0 ] = ce$1 - df$1 * b;
  2598. te[ 4 ] = - a * f;
  2599. te[ 8 ] = de$1 + cf$1 * b;
  2600. te[ 1 ] = cf$1 + de$1 * b;
  2601. te[ 5 ] = a * e;
  2602. te[ 9 ] = df$1 - ce$1 * b;
  2603. te[ 2 ] = - a * d;
  2604. te[ 6 ] = b;
  2605. te[ 10 ] = a * c;
  2606. } else if ( euler.order === 'ZYX' ) {
  2607. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2608. te[ 0 ] = c * e;
  2609. te[ 4 ] = be$1 * d - af$1;
  2610. te[ 8 ] = ae$1 * d + bf$1;
  2611. te[ 1 ] = c * f;
  2612. te[ 5 ] = bf$1 * d + ae$1;
  2613. te[ 9 ] = af$1 * d - be$1;
  2614. te[ 2 ] = - d;
  2615. te[ 6 ] = b * c;
  2616. te[ 10 ] = a * c;
  2617. } else if ( euler.order === 'YZX' ) {
  2618. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2619. te[ 0 ] = c * e;
  2620. te[ 4 ] = bd - ac * f;
  2621. te[ 8 ] = bc * f + ad;
  2622. te[ 1 ] = f;
  2623. te[ 5 ] = a * e;
  2624. te[ 9 ] = - b * e;
  2625. te[ 2 ] = - d * e;
  2626. te[ 6 ] = ad * f + bc;
  2627. te[ 10 ] = ac - bd * f;
  2628. } else if ( euler.order === 'XZY' ) {
  2629. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2630. te[ 0 ] = c * e;
  2631. te[ 4 ] = - f;
  2632. te[ 8 ] = d * e;
  2633. te[ 1 ] = ac$1 * f + bd$1;
  2634. te[ 5 ] = a * e;
  2635. te[ 9 ] = ad$1 * f - bc$1;
  2636. te[ 2 ] = bc$1 * f - ad$1;
  2637. te[ 6 ] = b * e;
  2638. te[ 10 ] = bd$1 * f + ac$1;
  2639. }
  2640. // bottom row
  2641. te[ 3 ] = 0;
  2642. te[ 7 ] = 0;
  2643. te[ 11 ] = 0;
  2644. // last column
  2645. te[ 12 ] = 0;
  2646. te[ 13 ] = 0;
  2647. te[ 14 ] = 0;
  2648. te[ 15 ] = 1;
  2649. return this;
  2650. },
  2651. makeRotationFromQuaternion: function ( q ) {
  2652. return this.compose( _zero, q, _one );
  2653. },
  2654. lookAt: function ( eye, target, up ) {
  2655. var te = this.elements;
  2656. _z.subVectors( eye, target );
  2657. if ( _z.lengthSq() === 0 ) {
  2658. // eye and target are in the same position
  2659. _z.z = 1;
  2660. }
  2661. _z.normalize();
  2662. _x.crossVectors( up, _z );
  2663. if ( _x.lengthSq() === 0 ) {
  2664. // up and z are parallel
  2665. if ( Math.abs( up.z ) === 1 ) {
  2666. _z.x += 0.0001;
  2667. } else {
  2668. _z.z += 0.0001;
  2669. }
  2670. _z.normalize();
  2671. _x.crossVectors( up, _z );
  2672. }
  2673. _x.normalize();
  2674. _y.crossVectors( _z, _x );
  2675. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2676. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2677. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2678. return this;
  2679. },
  2680. multiply: function ( m, n ) {
  2681. if ( n !== undefined ) {
  2682. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2683. return this.multiplyMatrices( m, n );
  2684. }
  2685. return this.multiplyMatrices( this, m );
  2686. },
  2687. premultiply: function ( m ) {
  2688. return this.multiplyMatrices( m, this );
  2689. },
  2690. multiplyMatrices: function ( a, b ) {
  2691. var ae = a.elements;
  2692. var be = b.elements;
  2693. var te = this.elements;
  2694. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2695. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2696. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2697. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2698. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2699. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2700. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2701. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2702. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2703. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2704. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2705. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2706. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2707. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2708. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2709. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2710. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2711. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2712. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2713. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2714. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2715. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2716. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2717. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2718. return this;
  2719. },
  2720. multiplyScalar: function ( s ) {
  2721. var te = this.elements;
  2722. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2723. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2724. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2725. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2726. return this;
  2727. },
  2728. determinant: function () {
  2729. var te = this.elements;
  2730. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2731. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2732. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2733. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2734. //TODO: make this more efficient
  2735. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2736. return (
  2737. n41 * (
  2738. + n14 * n23 * n32
  2739. - n13 * n24 * n32
  2740. - n14 * n22 * n33
  2741. + n12 * n24 * n33
  2742. + n13 * n22 * n34
  2743. - n12 * n23 * n34
  2744. ) +
  2745. n42 * (
  2746. + n11 * n23 * n34
  2747. - n11 * n24 * n33
  2748. + n14 * n21 * n33
  2749. - n13 * n21 * n34
  2750. + n13 * n24 * n31
  2751. - n14 * n23 * n31
  2752. ) +
  2753. n43 * (
  2754. + n11 * n24 * n32
  2755. - n11 * n22 * n34
  2756. - n14 * n21 * n32
  2757. + n12 * n21 * n34
  2758. + n14 * n22 * n31
  2759. - n12 * n24 * n31
  2760. ) +
  2761. n44 * (
  2762. - n13 * n22 * n31
  2763. - n11 * n23 * n32
  2764. + n11 * n22 * n33
  2765. + n13 * n21 * n32
  2766. - n12 * n21 * n33
  2767. + n12 * n23 * n31
  2768. )
  2769. );
  2770. },
  2771. transpose: function () {
  2772. var te = this.elements;
  2773. var tmp;
  2774. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2775. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2776. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2777. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2778. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2779. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2780. return this;
  2781. },
  2782. setPosition: function ( x, y, z ) {
  2783. var te = this.elements;
  2784. if ( x.isVector3 ) {
  2785. te[ 12 ] = x.x;
  2786. te[ 13 ] = x.y;
  2787. te[ 14 ] = x.z;
  2788. } else {
  2789. te[ 12 ] = x;
  2790. te[ 13 ] = y;
  2791. te[ 14 ] = z;
  2792. }
  2793. return this;
  2794. },
  2795. getInverse: function ( m, throwOnDegenerate ) {
  2796. if ( throwOnDegenerate !== undefined ) {
  2797. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2798. }
  2799. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2800. var te = this.elements,
  2801. me = m.elements,
  2802. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2803. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2804. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2805. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2806. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2807. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2808. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2809. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2810. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2811. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2812. var detInv = 1 / det;
  2813. te[ 0 ] = t11 * detInv;
  2814. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2815. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2816. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2817. te[ 4 ] = t12 * detInv;
  2818. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2819. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2820. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2821. te[ 8 ] = t13 * detInv;
  2822. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2823. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2824. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2825. te[ 12 ] = t14 * detInv;
  2826. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2827. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2828. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2829. return this;
  2830. },
  2831. scale: function ( v ) {
  2832. var te = this.elements;
  2833. var x = v.x, y = v.y, z = v.z;
  2834. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2835. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2836. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2837. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2838. return this;
  2839. },
  2840. getMaxScaleOnAxis: function () {
  2841. var te = this.elements;
  2842. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2843. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2844. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2845. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2846. },
  2847. makeTranslation: function ( x, y, z ) {
  2848. this.set(
  2849. 1, 0, 0, x,
  2850. 0, 1, 0, y,
  2851. 0, 0, 1, z,
  2852. 0, 0, 0, 1
  2853. );
  2854. return this;
  2855. },
  2856. makeRotationX: function ( theta ) {
  2857. var c = Math.cos( theta ), s = Math.sin( theta );
  2858. this.set(
  2859. 1, 0, 0, 0,
  2860. 0, c, - s, 0,
  2861. 0, s, c, 0,
  2862. 0, 0, 0, 1
  2863. );
  2864. return this;
  2865. },
  2866. makeRotationY: function ( theta ) {
  2867. var c = Math.cos( theta ), s = Math.sin( theta );
  2868. this.set(
  2869. c, 0, s, 0,
  2870. 0, 1, 0, 0,
  2871. - s, 0, c, 0,
  2872. 0, 0, 0, 1
  2873. );
  2874. return this;
  2875. },
  2876. makeRotationZ: function ( theta ) {
  2877. var c = Math.cos( theta ), s = Math.sin( theta );
  2878. this.set(
  2879. c, - s, 0, 0,
  2880. s, c, 0, 0,
  2881. 0, 0, 1, 0,
  2882. 0, 0, 0, 1
  2883. );
  2884. return this;
  2885. },
  2886. makeRotationAxis: function ( axis, angle ) {
  2887. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2888. var c = Math.cos( angle );
  2889. var s = Math.sin( angle );
  2890. var t = 1 - c;
  2891. var x = axis.x, y = axis.y, z = axis.z;
  2892. var tx = t * x, ty = t * y;
  2893. this.set(
  2894. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2895. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2896. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2897. 0, 0, 0, 1
  2898. );
  2899. return this;
  2900. },
  2901. makeScale: function ( x, y, z ) {
  2902. this.set(
  2903. x, 0, 0, 0,
  2904. 0, y, 0, 0,
  2905. 0, 0, z, 0,
  2906. 0, 0, 0, 1
  2907. );
  2908. return this;
  2909. },
  2910. makeShear: function ( x, y, z ) {
  2911. this.set(
  2912. 1, y, z, 0,
  2913. x, 1, z, 0,
  2914. x, y, 1, 0,
  2915. 0, 0, 0, 1
  2916. );
  2917. return this;
  2918. },
  2919. compose: function ( position, quaternion, scale ) {
  2920. var te = this.elements;
  2921. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2922. var x2 = x + x, y2 = y + y, z2 = z + z;
  2923. var xx = x * x2, xy = x * y2, xz = x * z2;
  2924. var yy = y * y2, yz = y * z2, zz = z * z2;
  2925. var wx = w * x2, wy = w * y2, wz = w * z2;
  2926. var sx = scale.x, sy = scale.y, sz = scale.z;
  2927. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2928. te[ 1 ] = ( xy + wz ) * sx;
  2929. te[ 2 ] = ( xz - wy ) * sx;
  2930. te[ 3 ] = 0;
  2931. te[ 4 ] = ( xy - wz ) * sy;
  2932. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2933. te[ 6 ] = ( yz + wx ) * sy;
  2934. te[ 7 ] = 0;
  2935. te[ 8 ] = ( xz + wy ) * sz;
  2936. te[ 9 ] = ( yz - wx ) * sz;
  2937. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2938. te[ 11 ] = 0;
  2939. te[ 12 ] = position.x;
  2940. te[ 13 ] = position.y;
  2941. te[ 14 ] = position.z;
  2942. te[ 15 ] = 1;
  2943. return this;
  2944. },
  2945. decompose: function ( position, quaternion, scale ) {
  2946. var te = this.elements;
  2947. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2948. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2949. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2950. // if determine is negative, we need to invert one scale
  2951. var det = this.determinant();
  2952. if ( det < 0 ) { sx = - sx; }
  2953. position.x = te[ 12 ];
  2954. position.y = te[ 13 ];
  2955. position.z = te[ 14 ];
  2956. // scale the rotation part
  2957. _m1.copy( this );
  2958. var invSX = 1 / sx;
  2959. var invSY = 1 / sy;
  2960. var invSZ = 1 / sz;
  2961. _m1.elements[ 0 ] *= invSX;
  2962. _m1.elements[ 1 ] *= invSX;
  2963. _m1.elements[ 2 ] *= invSX;
  2964. _m1.elements[ 4 ] *= invSY;
  2965. _m1.elements[ 5 ] *= invSY;
  2966. _m1.elements[ 6 ] *= invSY;
  2967. _m1.elements[ 8 ] *= invSZ;
  2968. _m1.elements[ 9 ] *= invSZ;
  2969. _m1.elements[ 10 ] *= invSZ;
  2970. quaternion.setFromRotationMatrix( _m1 );
  2971. scale.x = sx;
  2972. scale.y = sy;
  2973. scale.z = sz;
  2974. return this;
  2975. },
  2976. makePerspective: function ( left, right, top, bottom, near, far ) {
  2977. if ( far === undefined ) {
  2978. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2979. }
  2980. var te = this.elements;
  2981. var x = 2 * near / ( right - left );
  2982. var y = 2 * near / ( top - bottom );
  2983. var a = ( right + left ) / ( right - left );
  2984. var b = ( top + bottom ) / ( top - bottom );
  2985. var c = - ( far + near ) / ( far - near );
  2986. var d = - 2 * far * near / ( far - near );
  2987. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2988. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2989. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2990. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2991. return this;
  2992. },
  2993. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2994. var te = this.elements;
  2995. var w = 1.0 / ( right - left );
  2996. var h = 1.0 / ( top - bottom );
  2997. var p = 1.0 / ( far - near );
  2998. var x = ( right + left ) * w;
  2999. var y = ( top + bottom ) * h;
  3000. var z = ( far + near ) * p;
  3001. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3002. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  3003. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  3004. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3005. return this;
  3006. },
  3007. equals: function ( matrix ) {
  3008. var te = this.elements;
  3009. var me = matrix.elements;
  3010. for ( var i = 0; i < 16; i ++ ) {
  3011. if ( te[ i ] !== me[ i ] ) { return false; }
  3012. }
  3013. return true;
  3014. },
  3015. fromArray: function ( array, offset ) {
  3016. if ( offset === undefined ) { offset = 0; }
  3017. for ( var i = 0; i < 16; i ++ ) {
  3018. this.elements[ i ] = array[ i + offset ];
  3019. }
  3020. return this;
  3021. },
  3022. toArray: function ( array, offset ) {
  3023. if ( array === undefined ) { array = []; }
  3024. if ( offset === undefined ) { offset = 0; }
  3025. var te = this.elements;
  3026. array[ offset ] = te[ 0 ];
  3027. array[ offset + 1 ] = te[ 1 ];
  3028. array[ offset + 2 ] = te[ 2 ];
  3029. array[ offset + 3 ] = te[ 3 ];
  3030. array[ offset + 4 ] = te[ 4 ];
  3031. array[ offset + 5 ] = te[ 5 ];
  3032. array[ offset + 6 ] = te[ 6 ];
  3033. array[ offset + 7 ] = te[ 7 ];
  3034. array[ offset + 8 ] = te[ 8 ];
  3035. array[ offset + 9 ] = te[ 9 ];
  3036. array[ offset + 10 ] = te[ 10 ];
  3037. array[ offset + 11 ] = te[ 11 ];
  3038. array[ offset + 12 ] = te[ 12 ];
  3039. array[ offset + 13 ] = te[ 13 ];
  3040. array[ offset + 14 ] = te[ 14 ];
  3041. array[ offset + 15 ] = te[ 15 ];
  3042. return array;
  3043. }
  3044. } );
  3045. /**
  3046. * @author mrdoob / http://mrdoob.com/
  3047. * @author WestLangley / http://github.com/WestLangley
  3048. * @author bhouston / http://clara.io
  3049. */
  3050. var _matrix = new Matrix4();
  3051. var _quaternion$1 = new Quaternion();
  3052. function Euler( x, y, z, order ) {
  3053. if ( x === void 0 ) x = 0;
  3054. if ( y === void 0 ) y = 0;
  3055. if ( z === void 0 ) z = 0;
  3056. if ( order === void 0 ) order = Euler.DefaultOrder;
  3057. this._x = x;
  3058. this._y = y;
  3059. this._z = z;
  3060. this._order = order;
  3061. }
  3062. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3063. Euler.DefaultOrder = 'XYZ';
  3064. Object.defineProperties( Euler.prototype, {
  3065. x: {
  3066. get: function () {
  3067. return this._x;
  3068. },
  3069. set: function ( value ) {
  3070. this._x = value;
  3071. this._onChangeCallback();
  3072. }
  3073. },
  3074. y: {
  3075. get: function () {
  3076. return this._y;
  3077. },
  3078. set: function ( value ) {
  3079. this._y = value;
  3080. this._onChangeCallback();
  3081. }
  3082. },
  3083. z: {
  3084. get: function () {
  3085. return this._z;
  3086. },
  3087. set: function ( value ) {
  3088. this._z = value;
  3089. this._onChangeCallback();
  3090. }
  3091. },
  3092. order: {
  3093. get: function () {
  3094. return this._order;
  3095. },
  3096. set: function ( value ) {
  3097. this._order = value;
  3098. this._onChangeCallback();
  3099. }
  3100. }
  3101. } );
  3102. Object.assign( Euler.prototype, {
  3103. isEuler: true,
  3104. set: function ( x, y, z, order ) {
  3105. this._x = x;
  3106. this._y = y;
  3107. this._z = z;
  3108. this._order = order || this._order;
  3109. this._onChangeCallback();
  3110. return this;
  3111. },
  3112. clone: function () {
  3113. return new this.constructor( this._x, this._y, this._z, this._order );
  3114. },
  3115. copy: function ( euler ) {
  3116. this._x = euler._x;
  3117. this._y = euler._y;
  3118. this._z = euler._z;
  3119. this._order = euler._order;
  3120. this._onChangeCallback();
  3121. return this;
  3122. },
  3123. setFromRotationMatrix: function ( m, order, update ) {
  3124. var clamp = MathUtils.clamp;
  3125. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3126. var te = m.elements;
  3127. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3128. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3129. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3130. order = order || this._order;
  3131. switch ( order ) {
  3132. case 'XYZ':
  3133. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3134. if ( Math.abs( m13 ) < 0.9999999 ) {
  3135. this._x = Math.atan2( - m23, m33 );
  3136. this._z = Math.atan2( - m12, m11 );
  3137. } else {
  3138. this._x = Math.atan2( m32, m22 );
  3139. this._z = 0;
  3140. }
  3141. break;
  3142. case 'YXZ':
  3143. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3144. if ( Math.abs( m23 ) < 0.9999999 ) {
  3145. this._y = Math.atan2( m13, m33 );
  3146. this._z = Math.atan2( m21, m22 );
  3147. } else {
  3148. this._y = Math.atan2( - m31, m11 );
  3149. this._z = 0;
  3150. }
  3151. break;
  3152. case 'ZXY':
  3153. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3154. if ( Math.abs( m32 ) < 0.9999999 ) {
  3155. this._y = Math.atan2( - m31, m33 );
  3156. this._z = Math.atan2( - m12, m22 );
  3157. } else {
  3158. this._y = 0;
  3159. this._z = Math.atan2( m21, m11 );
  3160. }
  3161. break;
  3162. case 'ZYX':
  3163. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3164. if ( Math.abs( m31 ) < 0.9999999 ) {
  3165. this._x = Math.atan2( m32, m33 );
  3166. this._z = Math.atan2( m21, m11 );
  3167. } else {
  3168. this._x = 0;
  3169. this._z = Math.atan2( - m12, m22 );
  3170. }
  3171. break;
  3172. case 'YZX':
  3173. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3174. if ( Math.abs( m21 ) < 0.9999999 ) {
  3175. this._x = Math.atan2( - m23, m22 );
  3176. this._y = Math.atan2( - m31, m11 );
  3177. } else {
  3178. this._x = 0;
  3179. this._y = Math.atan2( m13, m33 );
  3180. }
  3181. break;
  3182. case 'XZY':
  3183. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3184. if ( Math.abs( m12 ) < 0.9999999 ) {
  3185. this._x = Math.atan2( m32, m22 );
  3186. this._y = Math.atan2( m13, m11 );
  3187. } else {
  3188. this._x = Math.atan2( - m23, m33 );
  3189. this._y = 0;
  3190. }
  3191. break;
  3192. default:
  3193. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3194. }
  3195. this._order = order;
  3196. if ( update !== false ) { this._onChangeCallback(); }
  3197. return this;
  3198. },
  3199. setFromQuaternion: function ( q, order, update ) {
  3200. _matrix.makeRotationFromQuaternion( q );
  3201. return this.setFromRotationMatrix( _matrix, order, update );
  3202. },
  3203. setFromVector3: function ( v, order ) {
  3204. return this.set( v.x, v.y, v.z, order || this._order );
  3205. },
  3206. reorder: function ( newOrder ) {
  3207. // WARNING: this discards revolution information -bhouston
  3208. _quaternion$1.setFromEuler( this );
  3209. return this.setFromQuaternion( _quaternion$1, newOrder );
  3210. },
  3211. equals: function ( euler ) {
  3212. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3213. },
  3214. fromArray: function ( array ) {
  3215. this._x = array[ 0 ];
  3216. this._y = array[ 1 ];
  3217. this._z = array[ 2 ];
  3218. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3219. this._onChangeCallback();
  3220. return this;
  3221. },
  3222. toArray: function ( array, offset ) {
  3223. if ( array === undefined ) { array = []; }
  3224. if ( offset === undefined ) { offset = 0; }
  3225. array[ offset ] = this._x;
  3226. array[ offset + 1 ] = this._y;
  3227. array[ offset + 2 ] = this._z;
  3228. array[ offset + 3 ] = this._order;
  3229. return array;
  3230. },
  3231. toVector3: function ( optionalResult ) {
  3232. if ( optionalResult ) {
  3233. return optionalResult.set( this._x, this._y, this._z );
  3234. } else {
  3235. return new Vector3( this._x, this._y, this._z );
  3236. }
  3237. },
  3238. _onChange: function ( callback ) {
  3239. this._onChangeCallback = callback;
  3240. return this;
  3241. },
  3242. _onChangeCallback: function () {}
  3243. } );
  3244. /**
  3245. * @author mrdoob / http://mrdoob.com/
  3246. */
  3247. function Layers() {
  3248. this.mask = 1 | 0;
  3249. }
  3250. Object.assign( Layers.prototype, {
  3251. set: function ( channel ) {
  3252. this.mask = 1 << channel | 0;
  3253. },
  3254. enable: function ( channel ) {
  3255. this.mask |= 1 << channel | 0;
  3256. },
  3257. enableAll: function () {
  3258. this.mask = 0xffffffff | 0;
  3259. },
  3260. toggle: function ( channel ) {
  3261. this.mask ^= 1 << channel | 0;
  3262. },
  3263. disable: function ( channel ) {
  3264. this.mask &= ~ ( 1 << channel | 0 );
  3265. },
  3266. disableAll: function () {
  3267. this.mask = 0;
  3268. },
  3269. test: function ( layers ) {
  3270. return ( this.mask & layers.mask ) !== 0;
  3271. }
  3272. } );
  3273. var _object3DId = 0;
  3274. var _v1$1 = new Vector3();
  3275. var _q1 = new Quaternion();
  3276. var _m1$1 = new Matrix4();
  3277. var _target = new Vector3();
  3278. var _position = new Vector3();
  3279. var _scale = new Vector3();
  3280. var _quaternion$2 = new Quaternion();
  3281. var _xAxis = new Vector3( 1, 0, 0 );
  3282. var _yAxis = new Vector3( 0, 1, 0 );
  3283. var _zAxis = new Vector3( 0, 0, 1 );
  3284. var _addedEvent = { type: 'added' };
  3285. var _removedEvent = { type: 'removed' };
  3286. /**
  3287. * @author mrdoob / http://mrdoob.com/
  3288. * @author mikael emtinger / http://gomo.se/
  3289. * @author alteredq / http://alteredqualia.com/
  3290. * @author WestLangley / http://github.com/WestLangley
  3291. * @author elephantatwork / www.elephantatwork.ch
  3292. */
  3293. function Object3D() {
  3294. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3295. this.uuid = MathUtils.generateUUID();
  3296. this.name = '';
  3297. this.type = 'Object3D';
  3298. this.parent = null;
  3299. this.children = [];
  3300. this.up = Object3D.DefaultUp.clone();
  3301. var position = new Vector3();
  3302. var rotation = new Euler();
  3303. var quaternion = new Quaternion();
  3304. var scale = new Vector3( 1, 1, 1 );
  3305. function onRotationChange() {
  3306. quaternion.setFromEuler( rotation, false );
  3307. }
  3308. function onQuaternionChange() {
  3309. rotation.setFromQuaternion( quaternion, undefined, false );
  3310. }
  3311. rotation._onChange( onRotationChange );
  3312. quaternion._onChange( onQuaternionChange );
  3313. Object.defineProperties( this, {
  3314. position: {
  3315. configurable: true,
  3316. enumerable: true,
  3317. value: position
  3318. },
  3319. rotation: {
  3320. configurable: true,
  3321. enumerable: true,
  3322. value: rotation
  3323. },
  3324. quaternion: {
  3325. configurable: true,
  3326. enumerable: true,
  3327. value: quaternion
  3328. },
  3329. scale: {
  3330. configurable: true,
  3331. enumerable: true,
  3332. value: scale
  3333. },
  3334. modelViewMatrix: {
  3335. value: new Matrix4()
  3336. },
  3337. normalMatrix: {
  3338. value: new Matrix3()
  3339. }
  3340. } );
  3341. this.matrix = new Matrix4();
  3342. this.matrixWorld = new Matrix4();
  3343. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3344. this.matrixWorldNeedsUpdate = false;
  3345. this.layers = new Layers();
  3346. this.visible = true;
  3347. this.castShadow = false;
  3348. this.receiveShadow = false;
  3349. this.frustumCulled = true;
  3350. this.renderOrder = 0;
  3351. this.userData = {};
  3352. }
  3353. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3354. Object3D.DefaultMatrixAutoUpdate = true;
  3355. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3356. constructor: Object3D,
  3357. isObject3D: true,
  3358. onBeforeRender: function () {},
  3359. onAfterRender: function () {},
  3360. applyMatrix4: function ( matrix ) {
  3361. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3362. this.matrix.premultiply( matrix );
  3363. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3364. },
  3365. applyQuaternion: function ( q ) {
  3366. this.quaternion.premultiply( q );
  3367. return this;
  3368. },
  3369. setRotationFromAxisAngle: function ( axis, angle ) {
  3370. // assumes axis is normalized
  3371. this.quaternion.setFromAxisAngle( axis, angle );
  3372. },
  3373. setRotationFromEuler: function ( euler ) {
  3374. this.quaternion.setFromEuler( euler, true );
  3375. },
  3376. setRotationFromMatrix: function ( m ) {
  3377. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3378. this.quaternion.setFromRotationMatrix( m );
  3379. },
  3380. setRotationFromQuaternion: function ( q ) {
  3381. // assumes q is normalized
  3382. this.quaternion.copy( q );
  3383. },
  3384. rotateOnAxis: function ( axis, angle ) {
  3385. // rotate object on axis in object space
  3386. // axis is assumed to be normalized
  3387. _q1.setFromAxisAngle( axis, angle );
  3388. this.quaternion.multiply( _q1 );
  3389. return this;
  3390. },
  3391. rotateOnWorldAxis: function ( axis, angle ) {
  3392. // rotate object on axis in world space
  3393. // axis is assumed to be normalized
  3394. // method assumes no rotated parent
  3395. _q1.setFromAxisAngle( axis, angle );
  3396. this.quaternion.premultiply( _q1 );
  3397. return this;
  3398. },
  3399. rotateX: function ( angle ) {
  3400. return this.rotateOnAxis( _xAxis, angle );
  3401. },
  3402. rotateY: function ( angle ) {
  3403. return this.rotateOnAxis( _yAxis, angle );
  3404. },
  3405. rotateZ: function ( angle ) {
  3406. return this.rotateOnAxis( _zAxis, angle );
  3407. },
  3408. translateOnAxis: function ( axis, distance ) {
  3409. // translate object by distance along axis in object space
  3410. // axis is assumed to be normalized
  3411. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3412. this.position.add( _v1$1.multiplyScalar( distance ) );
  3413. return this;
  3414. },
  3415. translateX: function ( distance ) {
  3416. return this.translateOnAxis( _xAxis, distance );
  3417. },
  3418. translateY: function ( distance ) {
  3419. return this.translateOnAxis( _yAxis, distance );
  3420. },
  3421. translateZ: function ( distance ) {
  3422. return this.translateOnAxis( _zAxis, distance );
  3423. },
  3424. localToWorld: function ( vector ) {
  3425. return vector.applyMatrix4( this.matrixWorld );
  3426. },
  3427. worldToLocal: function ( vector ) {
  3428. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3429. },
  3430. lookAt: function ( x, y, z ) {
  3431. // This method does not support objects having non-uniformly-scaled parent(s)
  3432. if ( x.isVector3 ) {
  3433. _target.copy( x );
  3434. } else {
  3435. _target.set( x, y, z );
  3436. }
  3437. var parent = this.parent;
  3438. this.updateWorldMatrix( true, false );
  3439. _position.setFromMatrixPosition( this.matrixWorld );
  3440. if ( this.isCamera || this.isLight ) {
  3441. _m1$1.lookAt( _position, _target, this.up );
  3442. } else {
  3443. _m1$1.lookAt( _target, _position, this.up );
  3444. }
  3445. this.quaternion.setFromRotationMatrix( _m1$1 );
  3446. if ( parent ) {
  3447. _m1$1.extractRotation( parent.matrixWorld );
  3448. _q1.setFromRotationMatrix( _m1$1 );
  3449. this.quaternion.premultiply( _q1.inverse() );
  3450. }
  3451. },
  3452. add: function ( object ) {
  3453. if ( arguments.length > 1 ) {
  3454. for ( var i = 0; i < arguments.length; i ++ ) {
  3455. this.add( arguments[ i ] );
  3456. }
  3457. return this;
  3458. }
  3459. if ( object === this ) {
  3460. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3461. return this;
  3462. }
  3463. if ( ( object && object.isObject3D ) ) {
  3464. if ( object.parent !== null ) {
  3465. object.parent.remove( object );
  3466. }
  3467. object.parent = this;
  3468. this.children.push( object );
  3469. object.dispatchEvent( _addedEvent );
  3470. } else {
  3471. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3472. }
  3473. return this;
  3474. },
  3475. remove: function ( object ) {
  3476. if ( arguments.length > 1 ) {
  3477. for ( var i = 0; i < arguments.length; i ++ ) {
  3478. this.remove( arguments[ i ] );
  3479. }
  3480. return this;
  3481. }
  3482. var index = this.children.indexOf( object );
  3483. if ( index !== - 1 ) {
  3484. object.parent = null;
  3485. this.children.splice( index, 1 );
  3486. object.dispatchEvent( _removedEvent );
  3487. }
  3488. return this;
  3489. },
  3490. attach: function ( object ) {
  3491. // adds object as a child of this, while maintaining the object's world transform
  3492. this.updateWorldMatrix( true, false );
  3493. _m1$1.getInverse( this.matrixWorld );
  3494. if ( object.parent !== null ) {
  3495. object.parent.updateWorldMatrix( true, false );
  3496. _m1$1.multiply( object.parent.matrixWorld );
  3497. }
  3498. object.applyMatrix4( _m1$1 );
  3499. object.updateWorldMatrix( false, false );
  3500. this.add( object );
  3501. return this;
  3502. },
  3503. getObjectById: function ( id ) {
  3504. return this.getObjectByProperty( 'id', id );
  3505. },
  3506. getObjectByName: function ( name ) {
  3507. return this.getObjectByProperty( 'name', name );
  3508. },
  3509. getObjectByProperty: function ( name, value ) {
  3510. if ( this[ name ] === value ) { return this; }
  3511. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3512. var child = this.children[ i ];
  3513. var object = child.getObjectByProperty( name, value );
  3514. if ( object !== undefined ) {
  3515. return object;
  3516. }
  3517. }
  3518. return undefined;
  3519. },
  3520. getWorldPosition: function ( target ) {
  3521. if ( target === undefined ) {
  3522. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3523. target = new Vector3();
  3524. }
  3525. this.updateMatrixWorld( true );
  3526. return target.setFromMatrixPosition( this.matrixWorld );
  3527. },
  3528. getWorldQuaternion: function ( target ) {
  3529. if ( target === undefined ) {
  3530. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3531. target = new Quaternion();
  3532. }
  3533. this.updateMatrixWorld( true );
  3534. this.matrixWorld.decompose( _position, target, _scale );
  3535. return target;
  3536. },
  3537. getWorldScale: function ( target ) {
  3538. if ( target === undefined ) {
  3539. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3540. target = new Vector3();
  3541. }
  3542. this.updateMatrixWorld( true );
  3543. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3544. return target;
  3545. },
  3546. getWorldDirection: function ( target ) {
  3547. if ( target === undefined ) {
  3548. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3549. target = new Vector3();
  3550. }
  3551. this.updateMatrixWorld( true );
  3552. var e = this.matrixWorld.elements;
  3553. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3554. },
  3555. raycast: function () {},
  3556. traverse: function ( callback ) {
  3557. callback( this );
  3558. var children = this.children;
  3559. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3560. children[ i ].traverse( callback );
  3561. }
  3562. },
  3563. traverseVisible: function ( callback ) {
  3564. if ( this.visible === false ) { return; }
  3565. callback( this );
  3566. var children = this.children;
  3567. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3568. children[ i ].traverseVisible( callback );
  3569. }
  3570. },
  3571. traverseAncestors: function ( callback ) {
  3572. var parent = this.parent;
  3573. if ( parent !== null ) {
  3574. callback( parent );
  3575. parent.traverseAncestors( callback );
  3576. }
  3577. },
  3578. updateMatrix: function () {
  3579. this.matrix.compose( this.position, this.quaternion, this.scale );
  3580. this.matrixWorldNeedsUpdate = true;
  3581. },
  3582. updateMatrixWorld: function ( force ) {
  3583. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3584. if ( this.matrixWorldNeedsUpdate || force ) {
  3585. if ( this.parent === null ) {
  3586. this.matrixWorld.copy( this.matrix );
  3587. } else {
  3588. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3589. }
  3590. this.matrixWorldNeedsUpdate = false;
  3591. force = true;
  3592. }
  3593. // update children
  3594. var children = this.children;
  3595. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3596. children[ i ].updateMatrixWorld( force );
  3597. }
  3598. },
  3599. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3600. var parent = this.parent;
  3601. if ( updateParents === true && parent !== null ) {
  3602. parent.updateWorldMatrix( true, false );
  3603. }
  3604. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3605. if ( this.parent === null ) {
  3606. this.matrixWorld.copy( this.matrix );
  3607. } else {
  3608. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3609. }
  3610. // update children
  3611. if ( updateChildren === true ) {
  3612. var children = this.children;
  3613. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3614. children[ i ].updateWorldMatrix( false, true );
  3615. }
  3616. }
  3617. },
  3618. toJSON: function ( meta ) {
  3619. // meta is a string when called from JSON.stringify
  3620. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3621. var output = {};
  3622. // meta is a hash used to collect geometries, materials.
  3623. // not providing it implies that this is the root object
  3624. // being serialized.
  3625. if ( isRootObject ) {
  3626. // initialize meta obj
  3627. meta = {
  3628. geometries: {},
  3629. materials: {},
  3630. textures: {},
  3631. images: {},
  3632. shapes: {}
  3633. };
  3634. output.metadata = {
  3635. version: 4.5,
  3636. type: 'Object',
  3637. generator: 'Object3D.toJSON'
  3638. };
  3639. }
  3640. // standard Object3D serialization
  3641. var object = {};
  3642. object.uuid = this.uuid;
  3643. object.type = this.type;
  3644. if ( this.name !== '' ) { object.name = this.name; }
  3645. if ( this.castShadow === true ) { object.castShadow = true; }
  3646. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3647. if ( this.visible === false ) { object.visible = false; }
  3648. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3649. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3650. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3651. object.layers = this.layers.mask;
  3652. object.matrix = this.matrix.toArray();
  3653. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3654. // object specific properties
  3655. if ( this.isInstancedMesh ) {
  3656. object.type = 'InstancedMesh';
  3657. object.count = this.count;
  3658. object.instanceMatrix = this.instanceMatrix.toJSON();
  3659. }
  3660. //
  3661. function serialize( library, element ) {
  3662. if ( library[ element.uuid ] === undefined ) {
  3663. library[ element.uuid ] = element.toJSON( meta );
  3664. }
  3665. return element.uuid;
  3666. }
  3667. if ( this.isMesh || this.isLine || this.isPoints ) {
  3668. object.geometry = serialize( meta.geometries, this.geometry );
  3669. var parameters = this.geometry.parameters;
  3670. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3671. var shapes = parameters.shapes;
  3672. if ( Array.isArray( shapes ) ) {
  3673. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3674. var shape = shapes[ i ];
  3675. serialize( meta.shapes, shape );
  3676. }
  3677. } else {
  3678. serialize( meta.shapes, shapes );
  3679. }
  3680. }
  3681. }
  3682. if ( this.material !== undefined ) {
  3683. if ( Array.isArray( this.material ) ) {
  3684. var uuids = [];
  3685. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3686. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3687. }
  3688. object.material = uuids;
  3689. } else {
  3690. object.material = serialize( meta.materials, this.material );
  3691. }
  3692. }
  3693. //
  3694. if ( this.children.length > 0 ) {
  3695. object.children = [];
  3696. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3697. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3698. }
  3699. }
  3700. if ( isRootObject ) {
  3701. var geometries = extractFromCache( meta.geometries );
  3702. var materials = extractFromCache( meta.materials );
  3703. var textures = extractFromCache( meta.textures );
  3704. var images = extractFromCache( meta.images );
  3705. var shapes$1 = extractFromCache( meta.shapes );
  3706. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3707. if ( materials.length > 0 ) { output.materials = materials; }
  3708. if ( textures.length > 0 ) { output.textures = textures; }
  3709. if ( images.length > 0 ) { output.images = images; }
  3710. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3711. }
  3712. output.object = object;
  3713. return output;
  3714. // extract data from the cache hash
  3715. // remove metadata on each item
  3716. // and return as array
  3717. function extractFromCache( cache ) {
  3718. var values = [];
  3719. for ( var key in cache ) {
  3720. var data = cache[ key ];
  3721. delete data.metadata;
  3722. values.push( data );
  3723. }
  3724. return values;
  3725. }
  3726. },
  3727. clone: function ( recursive ) {
  3728. return new this.constructor().copy( this, recursive );
  3729. },
  3730. copy: function ( source, recursive ) {
  3731. if ( recursive === undefined ) { recursive = true; }
  3732. this.name = source.name;
  3733. this.up.copy( source.up );
  3734. this.position.copy( source.position );
  3735. this.rotation.order = source.rotation.order;
  3736. this.quaternion.copy( source.quaternion );
  3737. this.scale.copy( source.scale );
  3738. this.matrix.copy( source.matrix );
  3739. this.matrixWorld.copy( source.matrixWorld );
  3740. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3741. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3742. this.layers.mask = source.layers.mask;
  3743. this.visible = source.visible;
  3744. this.castShadow = source.castShadow;
  3745. this.receiveShadow = source.receiveShadow;
  3746. this.frustumCulled = source.frustumCulled;
  3747. this.renderOrder = source.renderOrder;
  3748. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3749. if ( recursive === true ) {
  3750. for ( var i = 0; i < source.children.length; i ++ ) {
  3751. var child = source.children[ i ];
  3752. this.add( child.clone() );
  3753. }
  3754. }
  3755. return this;
  3756. }
  3757. } );
  3758. /**
  3759. * @author mrdoob / http://mrdoob.com/
  3760. */
  3761. function Scene() {
  3762. Object3D.call( this );
  3763. this.type = 'Scene';
  3764. this.background = null;
  3765. this.environment = null;
  3766. this.fog = null;
  3767. this.overrideMaterial = null;
  3768. this.autoUpdate = true; // checked by the renderer
  3769. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3770. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3771. }
  3772. }
  3773. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3774. constructor: Scene,
  3775. isScene: true,
  3776. copy: function ( source, recursive ) {
  3777. Object3D.prototype.copy.call( this, source, recursive );
  3778. if ( source.background !== null ) { this.background = source.background.clone(); }
  3779. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3780. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3781. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3782. this.autoUpdate = source.autoUpdate;
  3783. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3784. return this;
  3785. },
  3786. toJSON: function ( meta ) {
  3787. var data = Object3D.prototype.toJSON.call( this, meta );
  3788. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3789. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3790. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3791. return data;
  3792. },
  3793. dispose: function () {
  3794. this.dispatchEvent( { type: 'dispose' } );
  3795. }
  3796. } );
  3797. var _points = [
  3798. new Vector3(),
  3799. new Vector3(),
  3800. new Vector3(),
  3801. new Vector3(),
  3802. new Vector3(),
  3803. new Vector3(),
  3804. new Vector3(),
  3805. new Vector3()
  3806. ];
  3807. var _vector$1 = new Vector3();
  3808. var _box = new Box3();
  3809. // triangle centered vertices
  3810. var _v0 = new Vector3();
  3811. var _v1$2 = new Vector3();
  3812. var _v2 = new Vector3();
  3813. // triangle edge vectors
  3814. var _f0 = new Vector3();
  3815. var _f1 = new Vector3();
  3816. var _f2 = new Vector3();
  3817. var _center = new Vector3();
  3818. var _extents = new Vector3();
  3819. var _triangleNormal = new Vector3();
  3820. var _testAxis = new Vector3();
  3821. /**
  3822. * @author bhouston / http://clara.io
  3823. * @author WestLangley / http://github.com/WestLangley
  3824. */
  3825. function Box3( min, max ) {
  3826. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3827. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3828. }
  3829. Object.assign( Box3.prototype, {
  3830. isBox3: true,
  3831. set: function ( min, max ) {
  3832. this.min.copy( min );
  3833. this.max.copy( max );
  3834. return this;
  3835. },
  3836. setFromArray: function ( array ) {
  3837. var minX = + Infinity;
  3838. var minY = + Infinity;
  3839. var minZ = + Infinity;
  3840. var maxX = - Infinity;
  3841. var maxY = - Infinity;
  3842. var maxZ = - Infinity;
  3843. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3844. var x = array[ i ];
  3845. var y = array[ i + 1 ];
  3846. var z = array[ i + 2 ];
  3847. if ( x < minX ) { minX = x; }
  3848. if ( y < minY ) { minY = y; }
  3849. if ( z < minZ ) { minZ = z; }
  3850. if ( x > maxX ) { maxX = x; }
  3851. if ( y > maxY ) { maxY = y; }
  3852. if ( z > maxZ ) { maxZ = z; }
  3853. }
  3854. this.min.set( minX, minY, minZ );
  3855. this.max.set( maxX, maxY, maxZ );
  3856. return this;
  3857. },
  3858. setFromBufferAttribute: function ( attribute ) {
  3859. var minX = + Infinity;
  3860. var minY = + Infinity;
  3861. var minZ = + Infinity;
  3862. var maxX = - Infinity;
  3863. var maxY = - Infinity;
  3864. var maxZ = - Infinity;
  3865. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3866. var x = attribute.getX( i );
  3867. var y = attribute.getY( i );
  3868. var z = attribute.getZ( i );
  3869. if ( x < minX ) { minX = x; }
  3870. if ( y < minY ) { minY = y; }
  3871. if ( z < minZ ) { minZ = z; }
  3872. if ( x > maxX ) { maxX = x; }
  3873. if ( y > maxY ) { maxY = y; }
  3874. if ( z > maxZ ) { maxZ = z; }
  3875. }
  3876. this.min.set( minX, minY, minZ );
  3877. this.max.set( maxX, maxY, maxZ );
  3878. return this;
  3879. },
  3880. setFromPoints: function ( points ) {
  3881. this.makeEmpty();
  3882. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3883. this.expandByPoint( points[ i ] );
  3884. }
  3885. return this;
  3886. },
  3887. setFromCenterAndSize: function ( center, size ) {
  3888. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3889. this.min.copy( center ).sub( halfSize );
  3890. this.max.copy( center ).add( halfSize );
  3891. return this;
  3892. },
  3893. setFromObject: function ( object ) {
  3894. this.makeEmpty();
  3895. return this.expandByObject( object );
  3896. },
  3897. clone: function () {
  3898. return new this.constructor().copy( this );
  3899. },
  3900. copy: function ( box ) {
  3901. this.min.copy( box.min );
  3902. this.max.copy( box.max );
  3903. return this;
  3904. },
  3905. makeEmpty: function () {
  3906. this.min.x = this.min.y = this.min.z = + Infinity;
  3907. this.max.x = this.max.y = this.max.z = - Infinity;
  3908. return this;
  3909. },
  3910. isEmpty: function () {
  3911. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3912. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3913. },
  3914. getCenter: function ( target ) {
  3915. if ( target === undefined ) {
  3916. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3917. target = new Vector3();
  3918. }
  3919. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3920. },
  3921. getSize: function ( target ) {
  3922. if ( target === undefined ) {
  3923. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3924. target = new Vector3();
  3925. }
  3926. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3927. },
  3928. expandByPoint: function ( point ) {
  3929. this.min.min( point );
  3930. this.max.max( point );
  3931. return this;
  3932. },
  3933. expandByVector: function ( vector ) {
  3934. this.min.sub( vector );
  3935. this.max.add( vector );
  3936. return this;
  3937. },
  3938. expandByScalar: function ( scalar ) {
  3939. this.min.addScalar( - scalar );
  3940. this.max.addScalar( scalar );
  3941. return this;
  3942. },
  3943. expandByObject: function ( object ) {
  3944. // Computes the world-axis-aligned bounding box of an object (including its children),
  3945. // accounting for both the object's, and children's, world transforms
  3946. object.updateWorldMatrix( false, false );
  3947. var geometry = object.geometry;
  3948. if ( geometry !== undefined ) {
  3949. if ( geometry.boundingBox === null ) {
  3950. geometry.computeBoundingBox();
  3951. }
  3952. _box.copy( geometry.boundingBox );
  3953. _box.applyMatrix4( object.matrixWorld );
  3954. this.union( _box );
  3955. }
  3956. var children = object.children;
  3957. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3958. this.expandByObject( children[ i ] );
  3959. }
  3960. return this;
  3961. },
  3962. containsPoint: function ( point ) {
  3963. return point.x < this.min.x || point.x > this.max.x ||
  3964. point.y < this.min.y || point.y > this.max.y ||
  3965. point.z < this.min.z || point.z > this.max.z ? false : true;
  3966. },
  3967. containsBox: function ( box ) {
  3968. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3969. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3970. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3971. },
  3972. getParameter: function ( point, target ) {
  3973. // This can potentially have a divide by zero if the box
  3974. // has a size dimension of 0.
  3975. if ( target === undefined ) {
  3976. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3977. target = new Vector3();
  3978. }
  3979. return target.set(
  3980. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3981. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3982. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3983. );
  3984. },
  3985. intersectsBox: function ( box ) {
  3986. // using 6 splitting planes to rule out intersections.
  3987. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3988. box.max.y < this.min.y || box.min.y > this.max.y ||
  3989. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3990. },
  3991. intersectsSphere: function ( sphere ) {
  3992. // Find the point on the AABB closest to the sphere center.
  3993. this.clampPoint( sphere.center, _vector$1 );
  3994. // If that point is inside the sphere, the AABB and sphere intersect.
  3995. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3996. },
  3997. intersectsPlane: function ( plane ) {
  3998. // We compute the minimum and maximum dot product values. If those values
  3999. // are on the same side (back or front) of the plane, then there is no intersection.
  4000. var min, max;
  4001. if ( plane.normal.x > 0 ) {
  4002. min = plane.normal.x * this.min.x;
  4003. max = plane.normal.x * this.max.x;
  4004. } else {
  4005. min = plane.normal.x * this.max.x;
  4006. max = plane.normal.x * this.min.x;
  4007. }
  4008. if ( plane.normal.y > 0 ) {
  4009. min += plane.normal.y * this.min.y;
  4010. max += plane.normal.y * this.max.y;
  4011. } else {
  4012. min += plane.normal.y * this.max.y;
  4013. max += plane.normal.y * this.min.y;
  4014. }
  4015. if ( plane.normal.z > 0 ) {
  4016. min += plane.normal.z * this.min.z;
  4017. max += plane.normal.z * this.max.z;
  4018. } else {
  4019. min += plane.normal.z * this.max.z;
  4020. max += plane.normal.z * this.min.z;
  4021. }
  4022. return ( min <= - plane.constant && max >= - plane.constant );
  4023. },
  4024. intersectsTriangle: function ( triangle ) {
  4025. if ( this.isEmpty() ) {
  4026. return false;
  4027. }
  4028. // compute box center and extents
  4029. this.getCenter( _center );
  4030. _extents.subVectors( this.max, _center );
  4031. // translate triangle to aabb origin
  4032. _v0.subVectors( triangle.a, _center );
  4033. _v1$2.subVectors( triangle.b, _center );
  4034. _v2.subVectors( triangle.c, _center );
  4035. // compute edge vectors for triangle
  4036. _f0.subVectors( _v1$2, _v0 );
  4037. _f1.subVectors( _v2, _v1$2 );
  4038. _f2.subVectors( _v0, _v2 );
  4039. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4040. // 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
  4041. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4042. var axes = [
  4043. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4044. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4045. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4046. ];
  4047. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4048. return false;
  4049. }
  4050. // test 3 face normals from the aabb
  4051. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4052. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4053. return false;
  4054. }
  4055. // finally testing the face normal of the triangle
  4056. // use already existing triangle edge vectors here
  4057. _triangleNormal.crossVectors( _f0, _f1 );
  4058. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4059. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4060. },
  4061. clampPoint: function ( point, target ) {
  4062. if ( target === undefined ) {
  4063. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4064. target = new Vector3();
  4065. }
  4066. return target.copy( point ).clamp( this.min, this.max );
  4067. },
  4068. distanceToPoint: function ( point ) {
  4069. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4070. return clampedPoint.sub( point ).length();
  4071. },
  4072. getBoundingSphere: function ( target ) {
  4073. if ( target === undefined ) {
  4074. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4075. //target = new Sphere(); // removed to avoid cyclic dependency
  4076. }
  4077. this.getCenter( target.center );
  4078. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4079. return target;
  4080. },
  4081. intersect: function ( box ) {
  4082. this.min.max( box.min );
  4083. this.max.min( box.max );
  4084. // 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.
  4085. if ( this.isEmpty() ) { this.makeEmpty(); }
  4086. return this;
  4087. },
  4088. union: function ( box ) {
  4089. this.min.min( box.min );
  4090. this.max.max( box.max );
  4091. return this;
  4092. },
  4093. applyMatrix4: function ( matrix ) {
  4094. // transform of empty box is an empty box.
  4095. if ( this.isEmpty() ) { return this; }
  4096. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4097. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4098. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4099. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4100. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4101. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4102. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4103. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4104. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4105. this.setFromPoints( _points );
  4106. return this;
  4107. },
  4108. translate: function ( offset ) {
  4109. this.min.add( offset );
  4110. this.max.add( offset );
  4111. return this;
  4112. },
  4113. equals: function ( box ) {
  4114. return box.min.equals( this.min ) && box.max.equals( this.max );
  4115. }
  4116. } );
  4117. function satForAxes( axes, v0, v1, v2, extents ) {
  4118. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4119. _testAxis.fromArray( axes, i );
  4120. // project the aabb onto the seperating axis
  4121. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4122. // project all 3 vertices of the triangle onto the seperating axis
  4123. var p0 = v0.dot( _testAxis );
  4124. var p1 = v1.dot( _testAxis );
  4125. var p2 = v2.dot( _testAxis );
  4126. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4127. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4128. // points of the projected triangle are outside the projected half-length of the aabb
  4129. // the axis is seperating and we can exit
  4130. return false;
  4131. }
  4132. }
  4133. return true;
  4134. }
  4135. var _box$1 = new Box3();
  4136. /**
  4137. * @author bhouston / http://clara.io
  4138. * @author mrdoob / http://mrdoob.com/
  4139. */
  4140. function Sphere( center, radius ) {
  4141. this.center = ( center !== undefined ) ? center : new Vector3();
  4142. this.radius = ( radius !== undefined ) ? radius : - 1;
  4143. }
  4144. Object.assign( Sphere.prototype, {
  4145. set: function ( center, radius ) {
  4146. this.center.copy( center );
  4147. this.radius = radius;
  4148. return this;
  4149. },
  4150. setFromPoints: function ( points, optionalCenter ) {
  4151. var center = this.center;
  4152. if ( optionalCenter !== undefined ) {
  4153. center.copy( optionalCenter );
  4154. } else {
  4155. _box$1.setFromPoints( points ).getCenter( center );
  4156. }
  4157. var maxRadiusSq = 0;
  4158. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4159. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4160. }
  4161. this.radius = Math.sqrt( maxRadiusSq );
  4162. return this;
  4163. },
  4164. clone: function () {
  4165. return new this.constructor().copy( this );
  4166. },
  4167. copy: function ( sphere ) {
  4168. this.center.copy( sphere.center );
  4169. this.radius = sphere.radius;
  4170. return this;
  4171. },
  4172. isEmpty: function () {
  4173. return ( this.radius < 0 );
  4174. },
  4175. makeEmpty: function () {
  4176. this.center.set( 0, 0, 0 );
  4177. this.radius = - 1;
  4178. return this;
  4179. },
  4180. containsPoint: function ( point ) {
  4181. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4182. },
  4183. distanceToPoint: function ( point ) {
  4184. return ( point.distanceTo( this.center ) - this.radius );
  4185. },
  4186. intersectsSphere: function ( sphere ) {
  4187. var radiusSum = this.radius + sphere.radius;
  4188. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4189. },
  4190. intersectsBox: function ( box ) {
  4191. return box.intersectsSphere( this );
  4192. },
  4193. intersectsPlane: function ( plane ) {
  4194. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4195. },
  4196. clampPoint: function ( point, target ) {
  4197. var deltaLengthSq = this.center.distanceToSquared( point );
  4198. if ( target === undefined ) {
  4199. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4200. target = new Vector3();
  4201. }
  4202. target.copy( point );
  4203. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4204. target.sub( this.center ).normalize();
  4205. target.multiplyScalar( this.radius ).add( this.center );
  4206. }
  4207. return target;
  4208. },
  4209. getBoundingBox: function ( target ) {
  4210. if ( target === undefined ) {
  4211. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4212. target = new Box3();
  4213. }
  4214. if ( this.isEmpty() ) {
  4215. // Empty sphere produces empty bounding box
  4216. target.makeEmpty();
  4217. return target;
  4218. }
  4219. target.set( this.center, this.center );
  4220. target.expandByScalar( this.radius );
  4221. return target;
  4222. },
  4223. applyMatrix4: function ( matrix ) {
  4224. this.center.applyMatrix4( matrix );
  4225. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4226. return this;
  4227. },
  4228. translate: function ( offset ) {
  4229. this.center.add( offset );
  4230. return this;
  4231. },
  4232. equals: function ( sphere ) {
  4233. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4234. }
  4235. } );
  4236. var _vector$2 = new Vector3();
  4237. var _segCenter = new Vector3();
  4238. var _segDir = new Vector3();
  4239. var _diff = new Vector3();
  4240. var _edge1 = new Vector3();
  4241. var _edge2 = new Vector3();
  4242. var _normal = new Vector3();
  4243. /**
  4244. * @author bhouston / http://clara.io
  4245. */
  4246. function Ray( origin, direction ) {
  4247. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4248. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4249. }
  4250. Object.assign( Ray.prototype, {
  4251. set: function ( origin, direction ) {
  4252. this.origin.copy( origin );
  4253. this.direction.copy( direction );
  4254. return this;
  4255. },
  4256. clone: function () {
  4257. return new this.constructor().copy( this );
  4258. },
  4259. copy: function ( ray ) {
  4260. this.origin.copy( ray.origin );
  4261. this.direction.copy( ray.direction );
  4262. return this;
  4263. },
  4264. at: function ( t, target ) {
  4265. if ( target === undefined ) {
  4266. console.warn( 'THREE.Ray: .at() target is now required' );
  4267. target = new Vector3();
  4268. }
  4269. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4270. },
  4271. lookAt: function ( v ) {
  4272. this.direction.copy( v ).sub( this.origin ).normalize();
  4273. return this;
  4274. },
  4275. recast: function ( t ) {
  4276. this.origin.copy( this.at( t, _vector$2 ) );
  4277. return this;
  4278. },
  4279. closestPointToPoint: function ( point, target ) {
  4280. if ( target === undefined ) {
  4281. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4282. target = new Vector3();
  4283. }
  4284. target.subVectors( point, this.origin );
  4285. var directionDistance = target.dot( this.direction );
  4286. if ( directionDistance < 0 ) {
  4287. return target.copy( this.origin );
  4288. }
  4289. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4290. },
  4291. distanceToPoint: function ( point ) {
  4292. return Math.sqrt( this.distanceSqToPoint( point ) );
  4293. },
  4294. distanceSqToPoint: function ( point ) {
  4295. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4296. // point behind the ray
  4297. if ( directionDistance < 0 ) {
  4298. return this.origin.distanceToSquared( point );
  4299. }
  4300. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4301. return _vector$2.distanceToSquared( point );
  4302. },
  4303. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4304. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4305. // It returns the min distance between the ray and the segment
  4306. // defined by v0 and v1
  4307. // It can also set two optional targets :
  4308. // - The closest point on the ray
  4309. // - The closest point on the segment
  4310. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4311. _segDir.copy( v1 ).sub( v0 ).normalize();
  4312. _diff.copy( this.origin ).sub( _segCenter );
  4313. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4314. var a01 = - this.direction.dot( _segDir );
  4315. var b0 = _diff.dot( this.direction );
  4316. var b1 = - _diff.dot( _segDir );
  4317. var c = _diff.lengthSq();
  4318. var det = Math.abs( 1 - a01 * a01 );
  4319. var s0, s1, sqrDist, extDet;
  4320. if ( det > 0 ) {
  4321. // The ray and segment are not parallel.
  4322. s0 = a01 * b1 - b0;
  4323. s1 = a01 * b0 - b1;
  4324. extDet = segExtent * det;
  4325. if ( s0 >= 0 ) {
  4326. if ( s1 >= - extDet ) {
  4327. if ( s1 <= extDet ) {
  4328. // region 0
  4329. // Minimum at interior points of ray and segment.
  4330. var invDet = 1 / det;
  4331. s0 *= invDet;
  4332. s1 *= invDet;
  4333. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4334. } else {
  4335. // region 1
  4336. s1 = segExtent;
  4337. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4338. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4339. }
  4340. } else {
  4341. // region 5
  4342. s1 = - segExtent;
  4343. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4344. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4345. }
  4346. } else {
  4347. if ( s1 <= - extDet ) {
  4348. // region 4
  4349. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4350. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4351. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4352. } else if ( s1 <= extDet ) {
  4353. // region 3
  4354. s0 = 0;
  4355. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4356. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4357. } else {
  4358. // region 2
  4359. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4360. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4361. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4362. }
  4363. }
  4364. } else {
  4365. // Ray and segment are parallel.
  4366. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4367. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4368. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4369. }
  4370. if ( optionalPointOnRay ) {
  4371. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4372. }
  4373. if ( optionalPointOnSegment ) {
  4374. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4375. }
  4376. return sqrDist;
  4377. },
  4378. intersectSphere: function ( sphere, target ) {
  4379. _vector$2.subVectors( sphere.center, this.origin );
  4380. var tca = _vector$2.dot( this.direction );
  4381. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4382. var radius2 = sphere.radius * sphere.radius;
  4383. if ( d2 > radius2 ) { return null; }
  4384. var thc = Math.sqrt( radius2 - d2 );
  4385. // t0 = first intersect point - entrance on front of sphere
  4386. var t0 = tca - thc;
  4387. // t1 = second intersect point - exit point on back of sphere
  4388. var t1 = tca + thc;
  4389. // test to see if both t0 and t1 are behind the ray - if so, return null
  4390. if ( t0 < 0 && t1 < 0 ) { return null; }
  4391. // test to see if t0 is behind the ray:
  4392. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4393. // in order to always return an intersect point that is in front of the ray.
  4394. if ( t0 < 0 ) { return this.at( t1, target ); }
  4395. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4396. return this.at( t0, target );
  4397. },
  4398. intersectsSphere: function ( sphere ) {
  4399. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4400. },
  4401. distanceToPlane: function ( plane ) {
  4402. var denominator = plane.normal.dot( this.direction );
  4403. if ( denominator === 0 ) {
  4404. // line is coplanar, return origin
  4405. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4406. return 0;
  4407. }
  4408. // Null is preferable to undefined since undefined means.... it is undefined
  4409. return null;
  4410. }
  4411. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4412. // Return if the ray never intersects the plane
  4413. return t >= 0 ? t : null;
  4414. },
  4415. intersectPlane: function ( plane, target ) {
  4416. var t = this.distanceToPlane( plane );
  4417. if ( t === null ) {
  4418. return null;
  4419. }
  4420. return this.at( t, target );
  4421. },
  4422. intersectsPlane: function ( plane ) {
  4423. // check if the ray lies on the plane first
  4424. var distToPoint = plane.distanceToPoint( this.origin );
  4425. if ( distToPoint === 0 ) {
  4426. return true;
  4427. }
  4428. var denominator = plane.normal.dot( this.direction );
  4429. if ( denominator * distToPoint < 0 ) {
  4430. return true;
  4431. }
  4432. // ray origin is behind the plane (and is pointing behind it)
  4433. return false;
  4434. },
  4435. intersectBox: function ( box, target ) {
  4436. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4437. var invdirx = 1 / this.direction.x,
  4438. invdiry = 1 / this.direction.y,
  4439. invdirz = 1 / this.direction.z;
  4440. var origin = this.origin;
  4441. if ( invdirx >= 0 ) {
  4442. tmin = ( box.min.x - origin.x ) * invdirx;
  4443. tmax = ( box.max.x - origin.x ) * invdirx;
  4444. } else {
  4445. tmin = ( box.max.x - origin.x ) * invdirx;
  4446. tmax = ( box.min.x - origin.x ) * invdirx;
  4447. }
  4448. if ( invdiry >= 0 ) {
  4449. tymin = ( box.min.y - origin.y ) * invdiry;
  4450. tymax = ( box.max.y - origin.y ) * invdiry;
  4451. } else {
  4452. tymin = ( box.max.y - origin.y ) * invdiry;
  4453. tymax = ( box.min.y - origin.y ) * invdiry;
  4454. }
  4455. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4456. // These lines also handle the case where tmin or tmax is NaN
  4457. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4458. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4459. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4460. if ( invdirz >= 0 ) {
  4461. tzmin = ( box.min.z - origin.z ) * invdirz;
  4462. tzmax = ( box.max.z - origin.z ) * invdirz;
  4463. } else {
  4464. tzmin = ( box.max.z - origin.z ) * invdirz;
  4465. tzmax = ( box.min.z - origin.z ) * invdirz;
  4466. }
  4467. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4468. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4469. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4470. //return point closest to the ray (positive side)
  4471. if ( tmax < 0 ) { return null; }
  4472. return this.at( tmin >= 0 ? tmin : tmax, target );
  4473. },
  4474. intersectsBox: function ( box ) {
  4475. return this.intersectBox( box, _vector$2 ) !== null;
  4476. },
  4477. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4478. // Compute the offset origin, edges, and normal.
  4479. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4480. _edge1.subVectors( b, a );
  4481. _edge2.subVectors( c, a );
  4482. _normal.crossVectors( _edge1, _edge2 );
  4483. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4484. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4485. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4486. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4487. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4488. var DdN = this.direction.dot( _normal );
  4489. var sign;
  4490. if ( DdN > 0 ) {
  4491. if ( backfaceCulling ) { return null; }
  4492. sign = 1;
  4493. } else if ( DdN < 0 ) {
  4494. sign = - 1;
  4495. DdN = - DdN;
  4496. } else {
  4497. return null;
  4498. }
  4499. _diff.subVectors( this.origin, a );
  4500. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4501. // b1 < 0, no intersection
  4502. if ( DdQxE2 < 0 ) {
  4503. return null;
  4504. }
  4505. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4506. // b2 < 0, no intersection
  4507. if ( DdE1xQ < 0 ) {
  4508. return null;
  4509. }
  4510. // b1+b2 > 1, no intersection
  4511. if ( DdQxE2 + DdE1xQ > DdN ) {
  4512. return null;
  4513. }
  4514. // Line intersects triangle, check if ray does.
  4515. var QdN = - sign * _diff.dot( _normal );
  4516. // t < 0, no intersection
  4517. if ( QdN < 0 ) {
  4518. return null;
  4519. }
  4520. // Ray intersects triangle.
  4521. return this.at( QdN / DdN, target );
  4522. },
  4523. applyMatrix4: function ( matrix4 ) {
  4524. this.origin.applyMatrix4( matrix4 );
  4525. this.direction.transformDirection( matrix4 );
  4526. return this;
  4527. },
  4528. equals: function ( ray ) {
  4529. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4530. }
  4531. } );
  4532. /**
  4533. * @author bhouston / http://clara.io
  4534. */
  4535. var _vector1 = new Vector3();
  4536. var _vector2 = new Vector3();
  4537. var _normalMatrix = new Matrix3();
  4538. function Plane( normal, constant ) {
  4539. // normal is assumed to be normalized
  4540. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4541. this.constant = ( constant !== undefined ) ? constant : 0;
  4542. }
  4543. Object.assign( Plane.prototype, {
  4544. isPlane: true,
  4545. set: function ( normal, constant ) {
  4546. this.normal.copy( normal );
  4547. this.constant = constant;
  4548. return this;
  4549. },
  4550. setComponents: function ( x, y, z, w ) {
  4551. this.normal.set( x, y, z );
  4552. this.constant = w;
  4553. return this;
  4554. },
  4555. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4556. this.normal.copy( normal );
  4557. this.constant = - point.dot( this.normal );
  4558. return this;
  4559. },
  4560. setFromCoplanarPoints: function ( a, b, c ) {
  4561. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4562. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4563. this.setFromNormalAndCoplanarPoint( normal, a );
  4564. return this;
  4565. },
  4566. clone: function () {
  4567. return new this.constructor().copy( this );
  4568. },
  4569. copy: function ( plane ) {
  4570. this.normal.copy( plane.normal );
  4571. this.constant = plane.constant;
  4572. return this;
  4573. },
  4574. normalize: function () {
  4575. // Note: will lead to a divide by zero if the plane is invalid.
  4576. var inverseNormalLength = 1.0 / this.normal.length();
  4577. this.normal.multiplyScalar( inverseNormalLength );
  4578. this.constant *= inverseNormalLength;
  4579. return this;
  4580. },
  4581. negate: function () {
  4582. this.constant *= - 1;
  4583. this.normal.negate();
  4584. return this;
  4585. },
  4586. distanceToPoint: function ( point ) {
  4587. return this.normal.dot( point ) + this.constant;
  4588. },
  4589. distanceToSphere: function ( sphere ) {
  4590. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4591. },
  4592. projectPoint: function ( point, target ) {
  4593. if ( target === undefined ) {
  4594. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4595. target = new Vector3();
  4596. }
  4597. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4598. },
  4599. intersectLine: function ( line, target ) {
  4600. if ( target === undefined ) {
  4601. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4602. target = new Vector3();
  4603. }
  4604. var direction = line.delta( _vector1 );
  4605. var denominator = this.normal.dot( direction );
  4606. if ( denominator === 0 ) {
  4607. // line is coplanar, return origin
  4608. if ( this.distanceToPoint( line.start ) === 0 ) {
  4609. return target.copy( line.start );
  4610. }
  4611. // Unsure if this is the correct method to handle this case.
  4612. return undefined;
  4613. }
  4614. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4615. if ( t < 0 || t > 1 ) {
  4616. return undefined;
  4617. }
  4618. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4619. },
  4620. intersectsLine: function ( line ) {
  4621. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4622. var startSign = this.distanceToPoint( line.start );
  4623. var endSign = this.distanceToPoint( line.end );
  4624. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4625. },
  4626. intersectsBox: function ( box ) {
  4627. return box.intersectsPlane( this );
  4628. },
  4629. intersectsSphere: function ( sphere ) {
  4630. return sphere.intersectsPlane( this );
  4631. },
  4632. coplanarPoint: function ( target ) {
  4633. if ( target === undefined ) {
  4634. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4635. target = new Vector3();
  4636. }
  4637. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4638. },
  4639. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4640. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4641. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4642. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4643. this.constant = - referencePoint.dot( normal );
  4644. return this;
  4645. },
  4646. translate: function ( offset ) {
  4647. this.constant -= offset.dot( this.normal );
  4648. return this;
  4649. },
  4650. equals: function ( plane ) {
  4651. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4652. }
  4653. } );
  4654. /**
  4655. * @author bhouston / http://clara.io
  4656. * @author mrdoob / http://mrdoob.com/
  4657. */
  4658. var _v0$1 = new Vector3();
  4659. var _v1$3 = new Vector3();
  4660. var _v2$1 = new Vector3();
  4661. var _v3 = new Vector3();
  4662. var _vab = new Vector3();
  4663. var _vac = new Vector3();
  4664. var _vbc = new Vector3();
  4665. var _vap = new Vector3();
  4666. var _vbp = new Vector3();
  4667. var _vcp = new Vector3();
  4668. function Triangle( a, b, c ) {
  4669. this.a = ( a !== undefined ) ? a : new Vector3();
  4670. this.b = ( b !== undefined ) ? b : new Vector3();
  4671. this.c = ( c !== undefined ) ? c : new Vector3();
  4672. }
  4673. Object.assign( Triangle, {
  4674. getNormal: function ( a, b, c, target ) {
  4675. if ( target === undefined ) {
  4676. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4677. target = new Vector3();
  4678. }
  4679. target.subVectors( c, b );
  4680. _v0$1.subVectors( a, b );
  4681. target.cross( _v0$1 );
  4682. var targetLengthSq = target.lengthSq();
  4683. if ( targetLengthSq > 0 ) {
  4684. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4685. }
  4686. return target.set( 0, 0, 0 );
  4687. },
  4688. // static/instance method to calculate barycentric coordinates
  4689. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4690. getBarycoord: function ( point, a, b, c, target ) {
  4691. _v0$1.subVectors( c, a );
  4692. _v1$3.subVectors( b, a );
  4693. _v2$1.subVectors( point, a );
  4694. var dot00 = _v0$1.dot( _v0$1 );
  4695. var dot01 = _v0$1.dot( _v1$3 );
  4696. var dot02 = _v0$1.dot( _v2$1 );
  4697. var dot11 = _v1$3.dot( _v1$3 );
  4698. var dot12 = _v1$3.dot( _v2$1 );
  4699. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4700. if ( target === undefined ) {
  4701. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4702. target = new Vector3();
  4703. }
  4704. // collinear or singular triangle
  4705. if ( denom === 0 ) {
  4706. // arbitrary location outside of triangle?
  4707. // not sure if this is the best idea, maybe should be returning undefined
  4708. return target.set( - 2, - 1, - 1 );
  4709. }
  4710. var invDenom = 1 / denom;
  4711. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4712. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4713. // barycentric coordinates must always sum to 1
  4714. return target.set( 1 - u - v, v, u );
  4715. },
  4716. containsPoint: function ( point, a, b, c ) {
  4717. Triangle.getBarycoord( point, a, b, c, _v3 );
  4718. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4719. },
  4720. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4721. this.getBarycoord( point, p1, p2, p3, _v3 );
  4722. target.set( 0, 0 );
  4723. target.addScaledVector( uv1, _v3.x );
  4724. target.addScaledVector( uv2, _v3.y );
  4725. target.addScaledVector( uv3, _v3.z );
  4726. return target;
  4727. },
  4728. isFrontFacing: function ( a, b, c, direction ) {
  4729. _v0$1.subVectors( c, b );
  4730. _v1$3.subVectors( a, b );
  4731. // strictly front facing
  4732. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4733. }
  4734. } );
  4735. Object.assign( Triangle.prototype, {
  4736. set: function ( a, b, c ) {
  4737. this.a.copy( a );
  4738. this.b.copy( b );
  4739. this.c.copy( c );
  4740. return this;
  4741. },
  4742. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4743. this.a.copy( points[ i0 ] );
  4744. this.b.copy( points[ i1 ] );
  4745. this.c.copy( points[ i2 ] );
  4746. return this;
  4747. },
  4748. clone: function () {
  4749. return new this.constructor().copy( this );
  4750. },
  4751. copy: function ( triangle ) {
  4752. this.a.copy( triangle.a );
  4753. this.b.copy( triangle.b );
  4754. this.c.copy( triangle.c );
  4755. return this;
  4756. },
  4757. getArea: function () {
  4758. _v0$1.subVectors( this.c, this.b );
  4759. _v1$3.subVectors( this.a, this.b );
  4760. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4761. },
  4762. getMidpoint: function ( target ) {
  4763. if ( target === undefined ) {
  4764. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4765. target = new Vector3();
  4766. }
  4767. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4768. },
  4769. getNormal: function ( target ) {
  4770. return Triangle.getNormal( this.a, this.b, this.c, target );
  4771. },
  4772. getPlane: function ( target ) {
  4773. if ( target === undefined ) {
  4774. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4775. target = new Plane();
  4776. }
  4777. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4778. },
  4779. getBarycoord: function ( point, target ) {
  4780. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4781. },
  4782. getUV: function ( point, uv1, uv2, uv3, target ) {
  4783. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4784. },
  4785. containsPoint: function ( point ) {
  4786. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4787. },
  4788. isFrontFacing: function ( direction ) {
  4789. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4790. },
  4791. intersectsBox: function ( box ) {
  4792. return box.intersectsTriangle( this );
  4793. },
  4794. closestPointToPoint: function ( p, target ) {
  4795. if ( target === undefined ) {
  4796. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4797. target = new Vector3();
  4798. }
  4799. var a = this.a, b = this.b, c = this.c;
  4800. var v, w;
  4801. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4802. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4803. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4804. // basically, we're distinguishing which of the voronoi regions of the triangle
  4805. // the point lies in with the minimum amount of redundant computation.
  4806. _vab.subVectors( b, a );
  4807. _vac.subVectors( c, a );
  4808. _vap.subVectors( p, a );
  4809. var d1 = _vab.dot( _vap );
  4810. var d2 = _vac.dot( _vap );
  4811. if ( d1 <= 0 && d2 <= 0 ) {
  4812. // vertex region of A; barycentric coords (1, 0, 0)
  4813. return target.copy( a );
  4814. }
  4815. _vbp.subVectors( p, b );
  4816. var d3 = _vab.dot( _vbp );
  4817. var d4 = _vac.dot( _vbp );
  4818. if ( d3 >= 0 && d4 <= d3 ) {
  4819. // vertex region of B; barycentric coords (0, 1, 0)
  4820. return target.copy( b );
  4821. }
  4822. var vc = d1 * d4 - d3 * d2;
  4823. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4824. v = d1 / ( d1 - d3 );
  4825. // edge region of AB; barycentric coords (1-v, v, 0)
  4826. return target.copy( a ).addScaledVector( _vab, v );
  4827. }
  4828. _vcp.subVectors( p, c );
  4829. var d5 = _vab.dot( _vcp );
  4830. var d6 = _vac.dot( _vcp );
  4831. if ( d6 >= 0 && d5 <= d6 ) {
  4832. // vertex region of C; barycentric coords (0, 0, 1)
  4833. return target.copy( c );
  4834. }
  4835. var vb = d5 * d2 - d1 * d6;
  4836. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4837. w = d2 / ( d2 - d6 );
  4838. // edge region of AC; barycentric coords (1-w, 0, w)
  4839. return target.copy( a ).addScaledVector( _vac, w );
  4840. }
  4841. var va = d3 * d6 - d5 * d4;
  4842. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4843. _vbc.subVectors( c, b );
  4844. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4845. // edge region of BC; barycentric coords (0, 1-w, w)
  4846. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4847. }
  4848. // face region
  4849. var denom = 1 / ( va + vb + vc );
  4850. // u = va * denom
  4851. v = vb * denom;
  4852. w = vc * denom;
  4853. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4854. },
  4855. equals: function ( triangle ) {
  4856. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4857. }
  4858. } );
  4859. /**
  4860. * @author mrdoob / http://mrdoob.com/
  4861. */
  4862. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4863. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4864. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4865. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4866. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4867. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4868. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4869. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4870. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4871. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4872. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4873. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4874. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4875. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4876. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4877. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4878. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4879. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4880. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4881. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4882. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4883. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4884. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4885. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4886. var _hslA = { h: 0, s: 0, l: 0 };
  4887. var _hslB = { h: 0, s: 0, l: 0 };
  4888. function Color( r, g, b ) {
  4889. if ( g === undefined && b === undefined ) {
  4890. // r is THREE.Color, hex or string
  4891. return this.set( r );
  4892. }
  4893. return this.setRGB( r, g, b );
  4894. }
  4895. function hue2rgb( p, q, t ) {
  4896. if ( t < 0 ) { t += 1; }
  4897. if ( t > 1 ) { t -= 1; }
  4898. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4899. if ( t < 1 / 2 ) { return q; }
  4900. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4901. return p;
  4902. }
  4903. function SRGBToLinear( c ) {
  4904. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4905. }
  4906. function LinearToSRGB( c ) {
  4907. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4908. }
  4909. Object.assign( Color.prototype, {
  4910. isColor: true,
  4911. r: 1, g: 1, b: 1,
  4912. set: function ( value ) {
  4913. if ( value && value.isColor ) {
  4914. this.copy( value );
  4915. } else if ( typeof value === 'number' ) {
  4916. this.setHex( value );
  4917. } else if ( typeof value === 'string' ) {
  4918. this.setStyle( value );
  4919. }
  4920. return this;
  4921. },
  4922. setScalar: function ( scalar ) {
  4923. this.r = scalar;
  4924. this.g = scalar;
  4925. this.b = scalar;
  4926. return this;
  4927. },
  4928. setHex: function ( hex ) {
  4929. hex = Math.floor( hex );
  4930. this.r = ( hex >> 16 & 255 ) / 255;
  4931. this.g = ( hex >> 8 & 255 ) / 255;
  4932. this.b = ( hex & 255 ) / 255;
  4933. return this;
  4934. },
  4935. setRGB: function ( r, g, b ) {
  4936. this.r = r;
  4937. this.g = g;
  4938. this.b = b;
  4939. return this;
  4940. },
  4941. setHSL: function ( h, s, l ) {
  4942. // h,s,l ranges are in 0.0 - 1.0
  4943. h = MathUtils.euclideanModulo( h, 1 );
  4944. s = MathUtils.clamp( s, 0, 1 );
  4945. l = MathUtils.clamp( l, 0, 1 );
  4946. if ( s === 0 ) {
  4947. this.r = this.g = this.b = l;
  4948. } else {
  4949. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4950. var q = ( 2 * l ) - p;
  4951. this.r = hue2rgb( q, p, h + 1 / 3 );
  4952. this.g = hue2rgb( q, p, h );
  4953. this.b = hue2rgb( q, p, h - 1 / 3 );
  4954. }
  4955. return this;
  4956. },
  4957. setStyle: function ( style ) {
  4958. function handleAlpha( string ) {
  4959. if ( string === undefined ) { return; }
  4960. if ( parseFloat( string ) < 1 ) {
  4961. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4962. }
  4963. }
  4964. var m;
  4965. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4966. // rgb / hsl
  4967. var color;
  4968. var name = m[ 1 ];
  4969. var components = m[ 2 ];
  4970. switch ( name ) {
  4971. case 'rgb':
  4972. case 'rgba':
  4973. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4974. // rgb(255,0,0) rgba(255,0,0,0.5)
  4975. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4976. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4977. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4978. handleAlpha( color[ 5 ] );
  4979. return this;
  4980. }
  4981. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4982. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4983. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4984. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4985. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4986. handleAlpha( color[ 5 ] );
  4987. return this;
  4988. }
  4989. break;
  4990. case 'hsl':
  4991. case 'hsla':
  4992. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4993. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4994. var h = parseFloat( color[ 1 ] ) / 360;
  4995. var s = parseInt( color[ 2 ], 10 ) / 100;
  4996. var l = parseInt( color[ 3 ], 10 ) / 100;
  4997. handleAlpha( color[ 5 ] );
  4998. return this.setHSL( h, s, l );
  4999. }
  5000. break;
  5001. }
  5002. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  5003. // hex color
  5004. var hex = m[ 1 ];
  5005. var size = hex.length;
  5006. if ( size === 3 ) {
  5007. // #ff0
  5008. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  5009. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  5010. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  5011. return this;
  5012. } else if ( size === 6 ) {
  5013. // #ff0000
  5014. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  5015. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  5016. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  5017. return this;
  5018. }
  5019. }
  5020. if ( style && style.length > 0 ) {
  5021. return this.setColorName( style );
  5022. }
  5023. return this;
  5024. },
  5025. setColorName: function ( style ) {
  5026. // color keywords
  5027. var hex = _colorKeywords[ style ];
  5028. if ( hex !== undefined ) {
  5029. // red
  5030. this.setHex( hex );
  5031. } else {
  5032. // unknown color
  5033. console.warn( 'THREE.Color: Unknown color ' + style );
  5034. }
  5035. return this;
  5036. },
  5037. clone: function () {
  5038. return new this.constructor( this.r, this.g, this.b );
  5039. },
  5040. copy: function ( color ) {
  5041. this.r = color.r;
  5042. this.g = color.g;
  5043. this.b = color.b;
  5044. return this;
  5045. },
  5046. copyGammaToLinear: function ( color, gammaFactor ) {
  5047. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5048. this.r = Math.pow( color.r, gammaFactor );
  5049. this.g = Math.pow( color.g, gammaFactor );
  5050. this.b = Math.pow( color.b, gammaFactor );
  5051. return this;
  5052. },
  5053. copyLinearToGamma: function ( color, gammaFactor ) {
  5054. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5055. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5056. this.r = Math.pow( color.r, safeInverse );
  5057. this.g = Math.pow( color.g, safeInverse );
  5058. this.b = Math.pow( color.b, safeInverse );
  5059. return this;
  5060. },
  5061. convertGammaToLinear: function ( gammaFactor ) {
  5062. this.copyGammaToLinear( this, gammaFactor );
  5063. return this;
  5064. },
  5065. convertLinearToGamma: function ( gammaFactor ) {
  5066. this.copyLinearToGamma( this, gammaFactor );
  5067. return this;
  5068. },
  5069. copySRGBToLinear: function ( color ) {
  5070. this.r = SRGBToLinear( color.r );
  5071. this.g = SRGBToLinear( color.g );
  5072. this.b = SRGBToLinear( color.b );
  5073. return this;
  5074. },
  5075. copyLinearToSRGB: function ( color ) {
  5076. this.r = LinearToSRGB( color.r );
  5077. this.g = LinearToSRGB( color.g );
  5078. this.b = LinearToSRGB( color.b );
  5079. return this;
  5080. },
  5081. convertSRGBToLinear: function () {
  5082. this.copySRGBToLinear( this );
  5083. return this;
  5084. },
  5085. convertLinearToSRGB: function () {
  5086. this.copyLinearToSRGB( this );
  5087. return this;
  5088. },
  5089. getHex: function () {
  5090. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5091. },
  5092. getHexString: function () {
  5093. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5094. },
  5095. getHSL: function ( target ) {
  5096. // h,s,l ranges are in 0.0 - 1.0
  5097. if ( target === undefined ) {
  5098. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5099. target = { h: 0, s: 0, l: 0 };
  5100. }
  5101. var r = this.r, g = this.g, b = this.b;
  5102. var max = Math.max( r, g, b );
  5103. var min = Math.min( r, g, b );
  5104. var hue, saturation;
  5105. var lightness = ( min + max ) / 2.0;
  5106. if ( min === max ) {
  5107. hue = 0;
  5108. saturation = 0;
  5109. } else {
  5110. var delta = max - min;
  5111. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5112. switch ( max ) {
  5113. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5114. case g: hue = ( b - r ) / delta + 2; break;
  5115. case b: hue = ( r - g ) / delta + 4; break;
  5116. }
  5117. hue /= 6;
  5118. }
  5119. target.h = hue;
  5120. target.s = saturation;
  5121. target.l = lightness;
  5122. return target;
  5123. },
  5124. getStyle: function () {
  5125. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5126. },
  5127. offsetHSL: function ( h, s, l ) {
  5128. this.getHSL( _hslA );
  5129. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5130. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5131. return this;
  5132. },
  5133. add: function ( color ) {
  5134. this.r += color.r;
  5135. this.g += color.g;
  5136. this.b += color.b;
  5137. return this;
  5138. },
  5139. addColors: function ( color1, color2 ) {
  5140. this.r = color1.r + color2.r;
  5141. this.g = color1.g + color2.g;
  5142. this.b = color1.b + color2.b;
  5143. return this;
  5144. },
  5145. addScalar: function ( s ) {
  5146. this.r += s;
  5147. this.g += s;
  5148. this.b += s;
  5149. return this;
  5150. },
  5151. sub: function ( color ) {
  5152. this.r = Math.max( 0, this.r - color.r );
  5153. this.g = Math.max( 0, this.g - color.g );
  5154. this.b = Math.max( 0, this.b - color.b );
  5155. return this;
  5156. },
  5157. multiply: function ( color ) {
  5158. this.r *= color.r;
  5159. this.g *= color.g;
  5160. this.b *= color.b;
  5161. return this;
  5162. },
  5163. multiplyScalar: function ( s ) {
  5164. this.r *= s;
  5165. this.g *= s;
  5166. this.b *= s;
  5167. return this;
  5168. },
  5169. lerp: function ( color, alpha ) {
  5170. this.r += ( color.r - this.r ) * alpha;
  5171. this.g += ( color.g - this.g ) * alpha;
  5172. this.b += ( color.b - this.b ) * alpha;
  5173. return this;
  5174. },
  5175. lerpHSL: function ( color, alpha ) {
  5176. this.getHSL( _hslA );
  5177. color.getHSL( _hslB );
  5178. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5179. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5180. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5181. this.setHSL( h, s, l );
  5182. return this;
  5183. },
  5184. equals: function ( c ) {
  5185. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5186. },
  5187. fromArray: function ( array, offset ) {
  5188. if ( offset === undefined ) { offset = 0; }
  5189. this.r = array[ offset ];
  5190. this.g = array[ offset + 1 ];
  5191. this.b = array[ offset + 2 ];
  5192. return this;
  5193. },
  5194. toArray: function ( array, offset ) {
  5195. if ( array === undefined ) { array = []; }
  5196. if ( offset === undefined ) { offset = 0; }
  5197. array[ offset ] = this.r;
  5198. array[ offset + 1 ] = this.g;
  5199. array[ offset + 2 ] = this.b;
  5200. return array;
  5201. },
  5202. fromBufferAttribute: function ( attribute, index ) {
  5203. this.r = attribute.getX( index );
  5204. this.g = attribute.getY( index );
  5205. this.b = attribute.getZ( index );
  5206. if ( attribute.normalized === true ) {
  5207. // assuming Uint8Array
  5208. this.r /= 255;
  5209. this.g /= 255;
  5210. this.b /= 255;
  5211. }
  5212. return this;
  5213. },
  5214. toJSON: function () {
  5215. return this.getHex();
  5216. }
  5217. } );
  5218. Color.NAMES = _colorKeywords;
  5219. /**
  5220. * @author mrdoob / http://mrdoob.com/
  5221. * @author alteredq / http://alteredqualia.com/
  5222. */
  5223. function Face3( a, b, c, normal, color, materialIndex ) {
  5224. this.a = a;
  5225. this.b = b;
  5226. this.c = c;
  5227. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5228. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5229. this.color = ( color && color.isColor ) ? color : new Color();
  5230. this.vertexColors = Array.isArray( color ) ? color : [];
  5231. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5232. }
  5233. Object.assign( Face3.prototype, {
  5234. clone: function () {
  5235. return new this.constructor().copy( this );
  5236. },
  5237. copy: function ( source ) {
  5238. this.a = source.a;
  5239. this.b = source.b;
  5240. this.c = source.c;
  5241. this.normal.copy( source.normal );
  5242. this.color.copy( source.color );
  5243. this.materialIndex = source.materialIndex;
  5244. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5245. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5246. }
  5247. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5248. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5249. }
  5250. return this;
  5251. }
  5252. } );
  5253. /**
  5254. * @author mrdoob / http://mrdoob.com/
  5255. * @author alteredq / http://alteredqualia.com/
  5256. */
  5257. var materialId = 0;
  5258. function Material() {
  5259. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5260. this.uuid = MathUtils.generateUUID();
  5261. this.name = '';
  5262. this.type = 'Material';
  5263. this.fog = true;
  5264. this.blending = NormalBlending;
  5265. this.side = FrontSide;
  5266. this.flatShading = false;
  5267. this.vertexColors = false;
  5268. this.opacity = 1;
  5269. this.transparent = false;
  5270. this.blendSrc = SrcAlphaFactor;
  5271. this.blendDst = OneMinusSrcAlphaFactor;
  5272. this.blendEquation = AddEquation;
  5273. this.blendSrcAlpha = null;
  5274. this.blendDstAlpha = null;
  5275. this.blendEquationAlpha = null;
  5276. this.depthFunc = LessEqualDepth;
  5277. this.depthTest = true;
  5278. this.depthWrite = true;
  5279. this.stencilWriteMask = 0xff;
  5280. this.stencilFunc = AlwaysStencilFunc;
  5281. this.stencilRef = 0;
  5282. this.stencilFuncMask = 0xff;
  5283. this.stencilFail = KeepStencilOp;
  5284. this.stencilZFail = KeepStencilOp;
  5285. this.stencilZPass = KeepStencilOp;
  5286. this.stencilWrite = false;
  5287. this.clippingPlanes = null;
  5288. this.clipIntersection = false;
  5289. this.clipShadows = false;
  5290. this.shadowSide = null;
  5291. this.colorWrite = true;
  5292. this.precision = null; // override the renderer's default precision for this material
  5293. this.polygonOffset = false;
  5294. this.polygonOffsetFactor = 0;
  5295. this.polygonOffsetUnits = 0;
  5296. this.dithering = false;
  5297. this.alphaTest = 0;
  5298. this.premultipliedAlpha = false;
  5299. this.visible = true;
  5300. this.toneMapped = true;
  5301. this.userData = {};
  5302. this.version = 0;
  5303. }
  5304. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5305. constructor: Material,
  5306. isMaterial: true,
  5307. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5308. customProgramCacheKey: function () {
  5309. return this.onBeforeCompile.toString();
  5310. },
  5311. setValues: function ( values ) {
  5312. if ( values === undefined ) { return; }
  5313. for ( var key in values ) {
  5314. var newValue = values[ key ];
  5315. if ( newValue === undefined ) {
  5316. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5317. continue;
  5318. }
  5319. // for backward compatability if shading is set in the constructor
  5320. if ( key === 'shading' ) {
  5321. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5322. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5323. continue;
  5324. }
  5325. var currentValue = this[ key ];
  5326. if ( currentValue === undefined ) {
  5327. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5328. continue;
  5329. }
  5330. if ( currentValue && currentValue.isColor ) {
  5331. currentValue.set( newValue );
  5332. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5333. currentValue.copy( newValue );
  5334. } else {
  5335. this[ key ] = newValue;
  5336. }
  5337. }
  5338. },
  5339. toJSON: function ( meta ) {
  5340. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5341. if ( isRoot ) {
  5342. meta = {
  5343. textures: {},
  5344. images: {}
  5345. };
  5346. }
  5347. var data = {
  5348. metadata: {
  5349. version: 4.5,
  5350. type: 'Material',
  5351. generator: 'Material.toJSON'
  5352. }
  5353. };
  5354. // standard Material serialization
  5355. data.uuid = this.uuid;
  5356. data.type = this.type;
  5357. if ( this.name !== '' ) { data.name = this.name; }
  5358. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5359. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5360. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5361. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5362. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5363. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5364. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5365. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5366. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5367. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5368. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5369. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5370. }
  5371. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5372. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5373. }
  5374. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5375. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5376. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5377. }
  5378. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5379. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5380. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5381. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5382. if ( this.aoMap && this.aoMap.isTexture ) {
  5383. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5384. data.aoMapIntensity = this.aoMapIntensity;
  5385. }
  5386. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5387. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5388. data.bumpScale = this.bumpScale;
  5389. }
  5390. if ( this.normalMap && this.normalMap.isTexture ) {
  5391. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5392. data.normalMapType = this.normalMapType;
  5393. data.normalScale = this.normalScale.toArray();
  5394. }
  5395. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5396. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5397. data.displacementScale = this.displacementScale;
  5398. data.displacementBias = this.displacementBias;
  5399. }
  5400. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5401. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5402. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5403. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5404. if ( this.envMap && this.envMap.isTexture ) {
  5405. data.envMap = this.envMap.toJSON( meta ).uuid;
  5406. data.reflectivity = this.reflectivity; // Scale behind envMap
  5407. data.refractionRatio = this.refractionRatio;
  5408. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5409. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5410. }
  5411. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5412. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5413. }
  5414. if ( this.size !== undefined ) { data.size = this.size; }
  5415. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5416. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5417. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5418. if ( this.side !== FrontSide ) { data.side = this.side; }
  5419. if ( this.vertexColors ) { data.vertexColors = true; }
  5420. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5421. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5422. data.depthFunc = this.depthFunc;
  5423. data.depthTest = this.depthTest;
  5424. data.depthWrite = this.depthWrite;
  5425. data.stencilWrite = this.stencilWrite;
  5426. data.stencilWriteMask = this.stencilWriteMask;
  5427. data.stencilFunc = this.stencilFunc;
  5428. data.stencilRef = this.stencilRef;
  5429. data.stencilFuncMask = this.stencilFuncMask;
  5430. data.stencilFail = this.stencilFail;
  5431. data.stencilZFail = this.stencilZFail;
  5432. data.stencilZPass = this.stencilZPass;
  5433. // rotation (SpriteMaterial)
  5434. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5435. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5436. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5437. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5438. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5439. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5440. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5441. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5442. if ( this.dithering === true ) { data.dithering = true; }
  5443. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5444. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5445. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5446. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5447. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5448. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5449. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5450. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5451. if ( this.skinning === true ) { data.skinning = true; }
  5452. if ( this.visible === false ) { data.visible = false; }
  5453. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5454. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5455. // TODO: Copied from Object3D.toJSON
  5456. function extractFromCache( cache ) {
  5457. var values = [];
  5458. for ( var key in cache ) {
  5459. var data = cache[ key ];
  5460. delete data.metadata;
  5461. values.push( data );
  5462. }
  5463. return values;
  5464. }
  5465. if ( isRoot ) {
  5466. var textures = extractFromCache( meta.textures );
  5467. var images = extractFromCache( meta.images );
  5468. if ( textures.length > 0 ) { data.textures = textures; }
  5469. if ( images.length > 0 ) { data.images = images; }
  5470. }
  5471. return data;
  5472. },
  5473. clone: function () {
  5474. return new this.constructor().copy( this );
  5475. },
  5476. copy: function ( source ) {
  5477. this.name = source.name;
  5478. this.fog = source.fog;
  5479. this.blending = source.blending;
  5480. this.side = source.side;
  5481. this.flatShading = source.flatShading;
  5482. this.vertexColors = source.vertexColors;
  5483. this.opacity = source.opacity;
  5484. this.transparent = source.transparent;
  5485. this.blendSrc = source.blendSrc;
  5486. this.blendDst = source.blendDst;
  5487. this.blendEquation = source.blendEquation;
  5488. this.blendSrcAlpha = source.blendSrcAlpha;
  5489. this.blendDstAlpha = source.blendDstAlpha;
  5490. this.blendEquationAlpha = source.blendEquationAlpha;
  5491. this.depthFunc = source.depthFunc;
  5492. this.depthTest = source.depthTest;
  5493. this.depthWrite = source.depthWrite;
  5494. this.stencilWriteMask = source.stencilWriteMask;
  5495. this.stencilFunc = source.stencilFunc;
  5496. this.stencilRef = source.stencilRef;
  5497. this.stencilFuncMask = source.stencilFuncMask;
  5498. this.stencilFail = source.stencilFail;
  5499. this.stencilZFail = source.stencilZFail;
  5500. this.stencilZPass = source.stencilZPass;
  5501. this.stencilWrite = source.stencilWrite;
  5502. var srcPlanes = source.clippingPlanes;
  5503. var dstPlanes = null;
  5504. if ( srcPlanes !== null ) {
  5505. var n = srcPlanes.length;
  5506. dstPlanes = new Array( n );
  5507. for ( var i = 0; i !== n; ++ i ) {
  5508. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5509. }
  5510. }
  5511. this.clippingPlanes = dstPlanes;
  5512. this.clipIntersection = source.clipIntersection;
  5513. this.clipShadows = source.clipShadows;
  5514. this.shadowSide = source.shadowSide;
  5515. this.colorWrite = source.colorWrite;
  5516. this.precision = source.precision;
  5517. this.polygonOffset = source.polygonOffset;
  5518. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5519. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5520. this.dithering = source.dithering;
  5521. this.alphaTest = source.alphaTest;
  5522. this.premultipliedAlpha = source.premultipliedAlpha;
  5523. this.visible = source.visible;
  5524. this.toneMapped = source.toneMapped;
  5525. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5526. return this;
  5527. },
  5528. dispose: function () {
  5529. this.dispatchEvent( { type: 'dispose' } );
  5530. }
  5531. } );
  5532. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5533. set: function ( value ) {
  5534. if ( value === true ) { this.version ++; }
  5535. }
  5536. } );
  5537. /**
  5538. * @author mrdoob / http://mrdoob.com/
  5539. * @author alteredq / http://alteredqualia.com/
  5540. *
  5541. * parameters = {
  5542. * color: <hex>,
  5543. * opacity: <float>,
  5544. * map: new THREE.Texture( <Image> ),
  5545. *
  5546. * lightMap: new THREE.Texture( <Image> ),
  5547. * lightMapIntensity: <float>
  5548. *
  5549. * aoMap: new THREE.Texture( <Image> ),
  5550. * aoMapIntensity: <float>
  5551. *
  5552. * specularMap: new THREE.Texture( <Image> ),
  5553. *
  5554. * alphaMap: new THREE.Texture( <Image> ),
  5555. *
  5556. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5557. * combine: THREE.Multiply,
  5558. * reflectivity: <float>,
  5559. * refractionRatio: <float>,
  5560. *
  5561. * depthTest: <bool>,
  5562. * depthWrite: <bool>,
  5563. *
  5564. * wireframe: <boolean>,
  5565. * wireframeLinewidth: <float>,
  5566. *
  5567. * skinning: <bool>,
  5568. * morphTargets: <bool>
  5569. * }
  5570. */
  5571. function MeshBasicMaterial( parameters ) {
  5572. Material.call( this );
  5573. this.type = 'MeshBasicMaterial';
  5574. this.color = new Color( 0xffffff ); // emissive
  5575. this.map = null;
  5576. this.lightMap = null;
  5577. this.lightMapIntensity = 1.0;
  5578. this.aoMap = null;
  5579. this.aoMapIntensity = 1.0;
  5580. this.specularMap = null;
  5581. this.alphaMap = null;
  5582. this.envMap = null;
  5583. this.combine = MultiplyOperation;
  5584. this.reflectivity = 1;
  5585. this.refractionRatio = 0.98;
  5586. this.wireframe = false;
  5587. this.wireframeLinewidth = 1;
  5588. this.wireframeLinecap = 'round';
  5589. this.wireframeLinejoin = 'round';
  5590. this.skinning = false;
  5591. this.morphTargets = false;
  5592. this.setValues( parameters );
  5593. }
  5594. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5595. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5596. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5597. MeshBasicMaterial.prototype.copy = function ( source ) {
  5598. Material.prototype.copy.call( this, source );
  5599. this.color.copy( source.color );
  5600. this.map = source.map;
  5601. this.lightMap = source.lightMap;
  5602. this.lightMapIntensity = source.lightMapIntensity;
  5603. this.aoMap = source.aoMap;
  5604. this.aoMapIntensity = source.aoMapIntensity;
  5605. this.specularMap = source.specularMap;
  5606. this.alphaMap = source.alphaMap;
  5607. this.envMap = source.envMap;
  5608. this.combine = source.combine;
  5609. this.reflectivity = source.reflectivity;
  5610. this.refractionRatio = source.refractionRatio;
  5611. this.wireframe = source.wireframe;
  5612. this.wireframeLinewidth = source.wireframeLinewidth;
  5613. this.wireframeLinecap = source.wireframeLinecap;
  5614. this.wireframeLinejoin = source.wireframeLinejoin;
  5615. this.skinning = source.skinning;
  5616. this.morphTargets = source.morphTargets;
  5617. return this;
  5618. };
  5619. /**
  5620. * @author mrdoob / http://mrdoob.com/
  5621. */
  5622. var _vector$3 = new Vector3();
  5623. var _vector2$1 = new Vector2();
  5624. function BufferAttribute( array, itemSize, normalized ) {
  5625. if ( Array.isArray( array ) ) {
  5626. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5627. }
  5628. this.name = '';
  5629. this.array = array;
  5630. this.itemSize = itemSize;
  5631. this.count = array !== undefined ? array.length / itemSize : 0;
  5632. this.normalized = normalized === true;
  5633. this.usage = StaticDrawUsage;
  5634. this.updateRange = { offset: 0, count: - 1 };
  5635. this.version = 0;
  5636. }
  5637. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5638. set: function ( value ) {
  5639. if ( value === true ) { this.version ++; }
  5640. }
  5641. } );
  5642. Object.assign( BufferAttribute.prototype, {
  5643. isBufferAttribute: true,
  5644. onUploadCallback: function () {},
  5645. setUsage: function ( value ) {
  5646. this.usage = value;
  5647. return this;
  5648. },
  5649. copy: function ( source ) {
  5650. this.name = source.name;
  5651. this.array = new source.array.constructor( source.array );
  5652. this.itemSize = source.itemSize;
  5653. this.count = source.count;
  5654. this.normalized = source.normalized;
  5655. this.usage = source.usage;
  5656. return this;
  5657. },
  5658. copyAt: function ( index1, attribute, index2 ) {
  5659. index1 *= this.itemSize;
  5660. index2 *= attribute.itemSize;
  5661. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5662. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5663. }
  5664. return this;
  5665. },
  5666. copyArray: function ( array ) {
  5667. this.array.set( array );
  5668. return this;
  5669. },
  5670. copyColorsArray: function ( colors ) {
  5671. var array = this.array;
  5672. var offset = 0;
  5673. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5674. var color = colors[ i ];
  5675. if ( color === undefined ) {
  5676. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5677. color = new Color();
  5678. }
  5679. array[ offset ++ ] = color.r;
  5680. array[ offset ++ ] = color.g;
  5681. array[ offset ++ ] = color.b;
  5682. }
  5683. return this;
  5684. },
  5685. copyVector2sArray: function ( vectors ) {
  5686. var array = this.array;
  5687. var offset = 0;
  5688. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5689. var vector = vectors[ i ];
  5690. if ( vector === undefined ) {
  5691. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5692. vector = new Vector2();
  5693. }
  5694. array[ offset ++ ] = vector.x;
  5695. array[ offset ++ ] = vector.y;
  5696. }
  5697. return this;
  5698. },
  5699. copyVector3sArray: function ( vectors ) {
  5700. var array = this.array;
  5701. var offset = 0;
  5702. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5703. var vector = vectors[ i ];
  5704. if ( vector === undefined ) {
  5705. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5706. vector = new Vector3();
  5707. }
  5708. array[ offset ++ ] = vector.x;
  5709. array[ offset ++ ] = vector.y;
  5710. array[ offset ++ ] = vector.z;
  5711. }
  5712. return this;
  5713. },
  5714. copyVector4sArray: function ( vectors ) {
  5715. var array = this.array;
  5716. var offset = 0;
  5717. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5718. var vector = vectors[ i ];
  5719. if ( vector === undefined ) {
  5720. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5721. vector = new Vector4();
  5722. }
  5723. array[ offset ++ ] = vector.x;
  5724. array[ offset ++ ] = vector.y;
  5725. array[ offset ++ ] = vector.z;
  5726. array[ offset ++ ] = vector.w;
  5727. }
  5728. return this;
  5729. },
  5730. applyMatrix3: function ( m ) {
  5731. if ( this.itemSize === 2 ) {
  5732. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5733. _vector2$1.fromBufferAttribute( this, i );
  5734. _vector2$1.applyMatrix3( m );
  5735. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5736. }
  5737. } else if ( this.itemSize === 3 ) {
  5738. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5739. _vector$3.fromBufferAttribute( this, i$1 );
  5740. _vector$3.applyMatrix3( m );
  5741. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5742. }
  5743. }
  5744. return this;
  5745. },
  5746. applyMatrix4: function ( m ) {
  5747. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5748. _vector$3.x = this.getX( i );
  5749. _vector$3.y = this.getY( i );
  5750. _vector$3.z = this.getZ( i );
  5751. _vector$3.applyMatrix4( m );
  5752. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5753. }
  5754. return this;
  5755. },
  5756. applyNormalMatrix: function ( m ) {
  5757. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5758. _vector$3.x = this.getX( i );
  5759. _vector$3.y = this.getY( i );
  5760. _vector$3.z = this.getZ( i );
  5761. _vector$3.applyNormalMatrix( m );
  5762. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5763. }
  5764. return this;
  5765. },
  5766. transformDirection: function ( m ) {
  5767. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5768. _vector$3.x = this.getX( i );
  5769. _vector$3.y = this.getY( i );
  5770. _vector$3.z = this.getZ( i );
  5771. _vector$3.transformDirection( m );
  5772. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5773. }
  5774. return this;
  5775. },
  5776. set: function ( value, offset ) {
  5777. if ( offset === undefined ) { offset = 0; }
  5778. this.array.set( value, offset );
  5779. return this;
  5780. },
  5781. getX: function ( index ) {
  5782. return this.array[ index * this.itemSize ];
  5783. },
  5784. setX: function ( index, x ) {
  5785. this.array[ index * this.itemSize ] = x;
  5786. return this;
  5787. },
  5788. getY: function ( index ) {
  5789. return this.array[ index * this.itemSize + 1 ];
  5790. },
  5791. setY: function ( index, y ) {
  5792. this.array[ index * this.itemSize + 1 ] = y;
  5793. return this;
  5794. },
  5795. getZ: function ( index ) {
  5796. return this.array[ index * this.itemSize + 2 ];
  5797. },
  5798. setZ: function ( index, z ) {
  5799. this.array[ index * this.itemSize + 2 ] = z;
  5800. return this;
  5801. },
  5802. getW: function ( index ) {
  5803. return this.array[ index * this.itemSize + 3 ];
  5804. },
  5805. setW: function ( index, w ) {
  5806. this.array[ index * this.itemSize + 3 ] = w;
  5807. return this;
  5808. },
  5809. setXY: function ( index, x, y ) {
  5810. index *= this.itemSize;
  5811. this.array[ index + 0 ] = x;
  5812. this.array[ index + 1 ] = y;
  5813. return this;
  5814. },
  5815. setXYZ: function ( index, x, y, z ) {
  5816. index *= this.itemSize;
  5817. this.array[ index + 0 ] = x;
  5818. this.array[ index + 1 ] = y;
  5819. this.array[ index + 2 ] = z;
  5820. return this;
  5821. },
  5822. setXYZW: function ( index, x, y, z, w ) {
  5823. index *= this.itemSize;
  5824. this.array[ index + 0 ] = x;
  5825. this.array[ index + 1 ] = y;
  5826. this.array[ index + 2 ] = z;
  5827. this.array[ index + 3 ] = w;
  5828. return this;
  5829. },
  5830. onUpload: function ( callback ) {
  5831. this.onUploadCallback = callback;
  5832. return this;
  5833. },
  5834. clone: function () {
  5835. return new this.constructor( this.array, this.itemSize ).copy( this );
  5836. },
  5837. toJSON: function () {
  5838. return {
  5839. itemSize: this.itemSize,
  5840. type: this.array.constructor.name,
  5841. array: Array.prototype.slice.call( this.array ),
  5842. normalized: this.normalized
  5843. };
  5844. }
  5845. } );
  5846. //
  5847. function Int8BufferAttribute( array, itemSize, normalized ) {
  5848. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5849. }
  5850. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5851. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5852. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5853. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5854. }
  5855. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5856. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5857. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5858. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5859. }
  5860. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5861. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5862. function Int16BufferAttribute( array, itemSize, normalized ) {
  5863. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5864. }
  5865. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5866. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5867. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5868. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5869. }
  5870. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5871. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5872. function Int32BufferAttribute( array, itemSize, normalized ) {
  5873. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5874. }
  5875. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5876. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5877. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5878. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5879. }
  5880. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5881. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5882. function Float32BufferAttribute( array, itemSize, normalized ) {
  5883. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5884. }
  5885. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5886. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5887. function Float64BufferAttribute( array, itemSize, normalized ) {
  5888. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5889. }
  5890. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5891. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5892. /**
  5893. * @author mrdoob / http://mrdoob.com/
  5894. */
  5895. function DirectGeometry() {
  5896. this.vertices = [];
  5897. this.normals = [];
  5898. this.colors = [];
  5899. this.uvs = [];
  5900. this.uvs2 = [];
  5901. this.groups = [];
  5902. this.morphTargets = {};
  5903. this.skinWeights = [];
  5904. this.skinIndices = [];
  5905. // this.lineDistances = [];
  5906. this.boundingBox = null;
  5907. this.boundingSphere = null;
  5908. // update flags
  5909. this.verticesNeedUpdate = false;
  5910. this.normalsNeedUpdate = false;
  5911. this.colorsNeedUpdate = false;
  5912. this.uvsNeedUpdate = false;
  5913. this.groupsNeedUpdate = false;
  5914. }
  5915. Object.assign( DirectGeometry.prototype, {
  5916. computeGroups: function ( geometry ) {
  5917. var groups = [];
  5918. var group, i;
  5919. var materialIndex = undefined;
  5920. var faces = geometry.faces;
  5921. for ( i = 0; i < faces.length; i ++ ) {
  5922. var face = faces[ i ];
  5923. // materials
  5924. if ( face.materialIndex !== materialIndex ) {
  5925. materialIndex = face.materialIndex;
  5926. if ( group !== undefined ) {
  5927. group.count = ( i * 3 ) - group.start;
  5928. groups.push( group );
  5929. }
  5930. group = {
  5931. start: i * 3,
  5932. materialIndex: materialIndex
  5933. };
  5934. }
  5935. }
  5936. if ( group !== undefined ) {
  5937. group.count = ( i * 3 ) - group.start;
  5938. groups.push( group );
  5939. }
  5940. this.groups = groups;
  5941. },
  5942. fromGeometry: function ( geometry ) {
  5943. var faces = geometry.faces;
  5944. var vertices = geometry.vertices;
  5945. var faceVertexUvs = geometry.faceVertexUvs;
  5946. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5947. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5948. // morphs
  5949. var morphTargets = geometry.morphTargets;
  5950. var morphTargetsLength = morphTargets.length;
  5951. var morphTargetsPosition;
  5952. if ( morphTargetsLength > 0 ) {
  5953. morphTargetsPosition = [];
  5954. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5955. morphTargetsPosition[ i ] = {
  5956. name: morphTargets[ i ].name,
  5957. data: []
  5958. };
  5959. }
  5960. this.morphTargets.position = morphTargetsPosition;
  5961. }
  5962. var morphNormals = geometry.morphNormals;
  5963. var morphNormalsLength = morphNormals.length;
  5964. var morphTargetsNormal;
  5965. if ( morphNormalsLength > 0 ) {
  5966. morphTargetsNormal = [];
  5967. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5968. morphTargetsNormal[ i$1 ] = {
  5969. name: morphNormals[ i$1 ].name,
  5970. data: []
  5971. };
  5972. }
  5973. this.morphTargets.normal = morphTargetsNormal;
  5974. }
  5975. // skins
  5976. var skinIndices = geometry.skinIndices;
  5977. var skinWeights = geometry.skinWeights;
  5978. var hasSkinIndices = skinIndices.length === vertices.length;
  5979. var hasSkinWeights = skinWeights.length === vertices.length;
  5980. //
  5981. if ( vertices.length > 0 && faces.length === 0 ) {
  5982. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5983. }
  5984. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5985. var face = faces[ i$2 ];
  5986. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5987. var vertexNormals = face.vertexNormals;
  5988. if ( vertexNormals.length === 3 ) {
  5989. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5990. } else {
  5991. var normal = face.normal;
  5992. this.normals.push( normal, normal, normal );
  5993. }
  5994. var vertexColors = face.vertexColors;
  5995. if ( vertexColors.length === 3 ) {
  5996. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5997. } else {
  5998. var color = face.color;
  5999. this.colors.push( color, color, color );
  6000. }
  6001. if ( hasFaceVertexUv === true ) {
  6002. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  6003. if ( vertexUvs !== undefined ) {
  6004. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6005. } else {
  6006. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  6007. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6008. }
  6009. }
  6010. if ( hasFaceVertexUv2 === true ) {
  6011. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  6012. if ( vertexUvs$1 !== undefined ) {
  6013. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  6014. } else {
  6015. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  6016. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6017. }
  6018. }
  6019. // morphs
  6020. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6021. var morphTarget = morphTargets[ j ].vertices;
  6022. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6023. }
  6024. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  6025. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  6026. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6027. }
  6028. // skins
  6029. if ( hasSkinIndices ) {
  6030. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6031. }
  6032. if ( hasSkinWeights ) {
  6033. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6034. }
  6035. }
  6036. this.computeGroups( geometry );
  6037. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6038. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6039. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6040. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6041. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6042. if ( geometry.boundingSphere !== null ) {
  6043. this.boundingSphere = geometry.boundingSphere.clone();
  6044. }
  6045. if ( geometry.boundingBox !== null ) {
  6046. this.boundingBox = geometry.boundingBox.clone();
  6047. }
  6048. return this;
  6049. }
  6050. } );
  6051. /**
  6052. * @author mrdoob / http://mrdoob.com/
  6053. */
  6054. function arrayMax( array ) {
  6055. if ( array.length === 0 ) { return - Infinity; }
  6056. var max = array[ 0 ];
  6057. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6058. if ( array[ i ] > max ) { max = array[ i ]; }
  6059. }
  6060. return max;
  6061. }
  6062. /**
  6063. * @author alteredq / http://alteredqualia.com/
  6064. * @author mrdoob / http://mrdoob.com/
  6065. */
  6066. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6067. var _m1$2 = new Matrix4();
  6068. var _obj = new Object3D();
  6069. var _offset = new Vector3();
  6070. var _box$2 = new Box3();
  6071. var _boxMorphTargets = new Box3();
  6072. var _vector$4 = new Vector3();
  6073. function BufferGeometry() {
  6074. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6075. this.uuid = MathUtils.generateUUID();
  6076. this.name = '';
  6077. this.type = 'BufferGeometry';
  6078. this.index = null;
  6079. this.attributes = {};
  6080. this.morphAttributes = {};
  6081. this.morphTargetsRelative = false;
  6082. this.groups = [];
  6083. this.boundingBox = null;
  6084. this.boundingSphere = null;
  6085. this.drawRange = { start: 0, count: Infinity };
  6086. this.userData = {};
  6087. }
  6088. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6089. constructor: BufferGeometry,
  6090. isBufferGeometry: true,
  6091. getIndex: function () {
  6092. return this.index;
  6093. },
  6094. setIndex: function ( index ) {
  6095. if ( Array.isArray( index ) ) {
  6096. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6097. } else {
  6098. this.index = index;
  6099. }
  6100. },
  6101. getAttribute: function ( name ) {
  6102. return this.attributes[ name ];
  6103. },
  6104. setAttribute: function ( name, attribute ) {
  6105. this.attributes[ name ] = attribute;
  6106. return this;
  6107. },
  6108. deleteAttribute: function ( name ) {
  6109. delete this.attributes[ name ];
  6110. return this;
  6111. },
  6112. addGroup: function ( start, count, materialIndex ) {
  6113. this.groups.push( {
  6114. start: start,
  6115. count: count,
  6116. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6117. } );
  6118. },
  6119. clearGroups: function () {
  6120. this.groups = [];
  6121. },
  6122. setDrawRange: function ( start, count ) {
  6123. this.drawRange.start = start;
  6124. this.drawRange.count = count;
  6125. },
  6126. applyMatrix4: function ( matrix ) {
  6127. var position = this.attributes.position;
  6128. if ( position !== undefined ) {
  6129. position.applyMatrix4( matrix );
  6130. position.needsUpdate = true;
  6131. }
  6132. var normal = this.attributes.normal;
  6133. if ( normal !== undefined ) {
  6134. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6135. normal.applyNormalMatrix( normalMatrix );
  6136. normal.needsUpdate = true;
  6137. }
  6138. var tangent = this.attributes.tangent;
  6139. if ( tangent !== undefined ) {
  6140. tangent.transformDirection( matrix );
  6141. tangent.needsUpdate = true;
  6142. }
  6143. if ( this.boundingBox !== null ) {
  6144. this.computeBoundingBox();
  6145. }
  6146. if ( this.boundingSphere !== null ) {
  6147. this.computeBoundingSphere();
  6148. }
  6149. return this;
  6150. },
  6151. rotateX: function ( angle ) {
  6152. // rotate geometry around world x-axis
  6153. _m1$2.makeRotationX( angle );
  6154. this.applyMatrix4( _m1$2 );
  6155. return this;
  6156. },
  6157. rotateY: function ( angle ) {
  6158. // rotate geometry around world y-axis
  6159. _m1$2.makeRotationY( angle );
  6160. this.applyMatrix4( _m1$2 );
  6161. return this;
  6162. },
  6163. rotateZ: function ( angle ) {
  6164. // rotate geometry around world z-axis
  6165. _m1$2.makeRotationZ( angle );
  6166. this.applyMatrix4( _m1$2 );
  6167. return this;
  6168. },
  6169. translate: function ( x, y, z ) {
  6170. // translate geometry
  6171. _m1$2.makeTranslation( x, y, z );
  6172. this.applyMatrix4( _m1$2 );
  6173. return this;
  6174. },
  6175. scale: function ( x, y, z ) {
  6176. // scale geometry
  6177. _m1$2.makeScale( x, y, z );
  6178. this.applyMatrix4( _m1$2 );
  6179. return this;
  6180. },
  6181. lookAt: function ( vector ) {
  6182. _obj.lookAt( vector );
  6183. _obj.updateMatrix();
  6184. this.applyMatrix4( _obj.matrix );
  6185. return this;
  6186. },
  6187. center: function () {
  6188. this.computeBoundingBox();
  6189. this.boundingBox.getCenter( _offset ).negate();
  6190. this.translate( _offset.x, _offset.y, _offset.z );
  6191. return this;
  6192. },
  6193. setFromObject: function ( object ) {
  6194. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6195. var geometry = object.geometry;
  6196. if ( object.isPoints || object.isLine ) {
  6197. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6198. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6199. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6200. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6201. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6202. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6203. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6204. }
  6205. if ( geometry.boundingSphere !== null ) {
  6206. this.boundingSphere = geometry.boundingSphere.clone();
  6207. }
  6208. if ( geometry.boundingBox !== null ) {
  6209. this.boundingBox = geometry.boundingBox.clone();
  6210. }
  6211. } else if ( object.isMesh ) {
  6212. if ( geometry && geometry.isGeometry ) {
  6213. this.fromGeometry( geometry );
  6214. }
  6215. }
  6216. return this;
  6217. },
  6218. setFromPoints: function ( points ) {
  6219. var position = [];
  6220. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6221. var point = points[ i ];
  6222. position.push( point.x, point.y, point.z || 0 );
  6223. }
  6224. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6225. return this;
  6226. },
  6227. updateFromObject: function ( object ) {
  6228. var geometry = object.geometry;
  6229. if ( object.isMesh ) {
  6230. var direct = geometry.__directGeometry;
  6231. if ( geometry.elementsNeedUpdate === true ) {
  6232. direct = undefined;
  6233. geometry.elementsNeedUpdate = false;
  6234. }
  6235. if ( direct === undefined ) {
  6236. return this.fromGeometry( geometry );
  6237. }
  6238. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6239. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6240. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6241. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6242. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6243. geometry.verticesNeedUpdate = false;
  6244. geometry.normalsNeedUpdate = false;
  6245. geometry.colorsNeedUpdate = false;
  6246. geometry.uvsNeedUpdate = false;
  6247. geometry.groupsNeedUpdate = false;
  6248. geometry = direct;
  6249. }
  6250. if ( geometry.verticesNeedUpdate === true ) {
  6251. var attribute = this.attributes.position;
  6252. if ( attribute !== undefined ) {
  6253. attribute.copyVector3sArray( geometry.vertices );
  6254. attribute.needsUpdate = true;
  6255. }
  6256. geometry.verticesNeedUpdate = false;
  6257. }
  6258. if ( geometry.normalsNeedUpdate === true ) {
  6259. var attribute$1 = this.attributes.normal;
  6260. if ( attribute$1 !== undefined ) {
  6261. attribute$1.copyVector3sArray( geometry.normals );
  6262. attribute$1.needsUpdate = true;
  6263. }
  6264. geometry.normalsNeedUpdate = false;
  6265. }
  6266. if ( geometry.colorsNeedUpdate === true ) {
  6267. var attribute$2 = this.attributes.color;
  6268. if ( attribute$2 !== undefined ) {
  6269. attribute$2.copyColorsArray( geometry.colors );
  6270. attribute$2.needsUpdate = true;
  6271. }
  6272. geometry.colorsNeedUpdate = false;
  6273. }
  6274. if ( geometry.uvsNeedUpdate ) {
  6275. var attribute$3 = this.attributes.uv;
  6276. if ( attribute$3 !== undefined ) {
  6277. attribute$3.copyVector2sArray( geometry.uvs );
  6278. attribute$3.needsUpdate = true;
  6279. }
  6280. geometry.uvsNeedUpdate = false;
  6281. }
  6282. if ( geometry.lineDistancesNeedUpdate ) {
  6283. var attribute$4 = this.attributes.lineDistance;
  6284. if ( attribute$4 !== undefined ) {
  6285. attribute$4.copyArray( geometry.lineDistances );
  6286. attribute$4.needsUpdate = true;
  6287. }
  6288. geometry.lineDistancesNeedUpdate = false;
  6289. }
  6290. if ( geometry.groupsNeedUpdate ) {
  6291. geometry.computeGroups( object.geometry );
  6292. this.groups = geometry.groups;
  6293. geometry.groupsNeedUpdate = false;
  6294. }
  6295. return this;
  6296. },
  6297. fromGeometry: function ( geometry ) {
  6298. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6299. return this.fromDirectGeometry( geometry.__directGeometry );
  6300. },
  6301. fromDirectGeometry: function ( geometry ) {
  6302. var positions = new Float32Array( geometry.vertices.length * 3 );
  6303. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6304. if ( geometry.normals.length > 0 ) {
  6305. var normals = new Float32Array( geometry.normals.length * 3 );
  6306. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6307. }
  6308. if ( geometry.colors.length > 0 ) {
  6309. var colors = new Float32Array( geometry.colors.length * 3 );
  6310. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6311. }
  6312. if ( geometry.uvs.length > 0 ) {
  6313. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6314. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6315. }
  6316. if ( geometry.uvs2.length > 0 ) {
  6317. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6318. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6319. }
  6320. // groups
  6321. this.groups = geometry.groups;
  6322. // morphs
  6323. for ( var name in geometry.morphTargets ) {
  6324. var array = [];
  6325. var morphTargets = geometry.morphTargets[ name ];
  6326. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6327. var morphTarget = morphTargets[ i ];
  6328. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6329. attribute.name = morphTarget.name;
  6330. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6331. }
  6332. this.morphAttributes[ name ] = array;
  6333. }
  6334. // skinning
  6335. if ( geometry.skinIndices.length > 0 ) {
  6336. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6337. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6338. }
  6339. if ( geometry.skinWeights.length > 0 ) {
  6340. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6341. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6342. }
  6343. //
  6344. if ( geometry.boundingSphere !== null ) {
  6345. this.boundingSphere = geometry.boundingSphere.clone();
  6346. }
  6347. if ( geometry.boundingBox !== null ) {
  6348. this.boundingBox = geometry.boundingBox.clone();
  6349. }
  6350. return this;
  6351. },
  6352. computeBoundingBox: function () {
  6353. if ( this.boundingBox === null ) {
  6354. this.boundingBox = new Box3();
  6355. }
  6356. var position = this.attributes.position;
  6357. var morphAttributesPosition = this.morphAttributes.position;
  6358. if ( position !== undefined ) {
  6359. this.boundingBox.setFromBufferAttribute( position );
  6360. // process morph attributes if present
  6361. if ( morphAttributesPosition ) {
  6362. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6363. var morphAttribute = morphAttributesPosition[ i ];
  6364. _box$2.setFromBufferAttribute( morphAttribute );
  6365. if ( this.morphTargetsRelative ) {
  6366. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6367. this.boundingBox.expandByPoint( _vector$4 );
  6368. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6369. this.boundingBox.expandByPoint( _vector$4 );
  6370. } else {
  6371. this.boundingBox.expandByPoint( _box$2.min );
  6372. this.boundingBox.expandByPoint( _box$2.max );
  6373. }
  6374. }
  6375. }
  6376. } else {
  6377. this.boundingBox.makeEmpty();
  6378. }
  6379. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6380. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6381. }
  6382. },
  6383. computeBoundingSphere: function () {
  6384. if ( this.boundingSphere === null ) {
  6385. this.boundingSphere = new Sphere();
  6386. }
  6387. var position = this.attributes.position;
  6388. var morphAttributesPosition = this.morphAttributes.position;
  6389. if ( position ) {
  6390. // first, find the center of the bounding sphere
  6391. var center = this.boundingSphere.center;
  6392. _box$2.setFromBufferAttribute( position );
  6393. // process morph attributes if present
  6394. if ( morphAttributesPosition ) {
  6395. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6396. var morphAttribute = morphAttributesPosition[ i ];
  6397. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6398. if ( this.morphTargetsRelative ) {
  6399. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6400. _box$2.expandByPoint( _vector$4 );
  6401. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6402. _box$2.expandByPoint( _vector$4 );
  6403. } else {
  6404. _box$2.expandByPoint( _boxMorphTargets.min );
  6405. _box$2.expandByPoint( _boxMorphTargets.max );
  6406. }
  6407. }
  6408. }
  6409. _box$2.getCenter( center );
  6410. // second, try to find a boundingSphere with a radius smaller than the
  6411. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6412. var maxRadiusSq = 0;
  6413. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6414. _vector$4.fromBufferAttribute( position, i$1 );
  6415. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6416. }
  6417. // process morph attributes if present
  6418. if ( morphAttributesPosition ) {
  6419. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6420. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6421. var morphTargetsRelative = this.morphTargetsRelative;
  6422. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6423. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6424. if ( morphTargetsRelative ) {
  6425. _offset.fromBufferAttribute( position, j );
  6426. _vector$4.add( _offset );
  6427. }
  6428. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6429. }
  6430. }
  6431. }
  6432. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6433. if ( isNaN( this.boundingSphere.radius ) ) {
  6434. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6435. }
  6436. }
  6437. },
  6438. computeFaceNormals: function () {
  6439. // backwards compatibility
  6440. },
  6441. computeVertexNormals: function () {
  6442. var index = this.index;
  6443. var positionAttribute = this.getAttribute( 'position' );
  6444. if ( positionAttribute !== undefined ) {
  6445. var normalAttribute = this.getAttribute( 'normal' );
  6446. if ( normalAttribute === undefined ) {
  6447. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6448. this.setAttribute( 'normal', normalAttribute );
  6449. } else {
  6450. // reset existing normals to zero
  6451. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6452. normalAttribute.setXYZ( i, 0, 0, 0 );
  6453. }
  6454. }
  6455. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6456. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6457. var cb = new Vector3(), ab = new Vector3();
  6458. // indexed elements
  6459. if ( index ) {
  6460. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6461. var vA = index.getX( i$1 + 0 );
  6462. var vB = index.getX( i$1 + 1 );
  6463. var vC = index.getX( i$1 + 2 );
  6464. pA.fromBufferAttribute( positionAttribute, vA );
  6465. pB.fromBufferAttribute( positionAttribute, vB );
  6466. pC.fromBufferAttribute( positionAttribute, vC );
  6467. cb.subVectors( pC, pB );
  6468. ab.subVectors( pA, pB );
  6469. cb.cross( ab );
  6470. nA.fromBufferAttribute( normalAttribute, vA );
  6471. nB.fromBufferAttribute( normalAttribute, vB );
  6472. nC.fromBufferAttribute( normalAttribute, vC );
  6473. nA.add( cb );
  6474. nB.add( cb );
  6475. nC.add( cb );
  6476. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6477. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6478. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6479. }
  6480. } else {
  6481. // non-indexed elements (unconnected triangle soup)
  6482. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6483. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6484. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6485. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6486. cb.subVectors( pC, pB );
  6487. ab.subVectors( pA, pB );
  6488. cb.cross( ab );
  6489. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6490. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6491. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6492. }
  6493. }
  6494. this.normalizeNormals();
  6495. normalAttribute.needsUpdate = true;
  6496. }
  6497. },
  6498. merge: function ( geometry, offset ) {
  6499. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6500. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6501. return;
  6502. }
  6503. if ( offset === undefined ) {
  6504. offset = 0;
  6505. console.warn(
  6506. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6507. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6508. );
  6509. }
  6510. var attributes = this.attributes;
  6511. for ( var key in attributes ) {
  6512. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6513. var attribute1 = attributes[ key ];
  6514. var attributeArray1 = attribute1.array;
  6515. var attribute2 = geometry.attributes[ key ];
  6516. var attributeArray2 = attribute2.array;
  6517. var attributeOffset = attribute2.itemSize * offset;
  6518. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6519. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6520. attributeArray1[ j ] = attributeArray2[ i ];
  6521. }
  6522. }
  6523. return this;
  6524. },
  6525. normalizeNormals: function () {
  6526. var normals = this.attributes.normal;
  6527. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6528. _vector$4.fromBufferAttribute( normals, i );
  6529. _vector$4.normalize();
  6530. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6531. }
  6532. },
  6533. toNonIndexed: function () {
  6534. function convertBufferAttribute( attribute, indices ) {
  6535. var array = attribute.array;
  6536. var itemSize = attribute.itemSize;
  6537. var normalized = attribute.normalized;
  6538. var array2 = new array.constructor( indices.length * itemSize );
  6539. var index = 0, index2 = 0;
  6540. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6541. index = indices[ i ] * itemSize;
  6542. for ( var j = 0; j < itemSize; j ++ ) {
  6543. array2[ index2 ++ ] = array[ index ++ ];
  6544. }
  6545. }
  6546. return new BufferAttribute( array2, itemSize, normalized );
  6547. }
  6548. //
  6549. if ( this.index === null ) {
  6550. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6551. return this;
  6552. }
  6553. var geometry2 = new BufferGeometry();
  6554. var indices = this.index.array;
  6555. var attributes = this.attributes;
  6556. // attributes
  6557. for ( var name in attributes ) {
  6558. var attribute = attributes[ name ];
  6559. var newAttribute = convertBufferAttribute( attribute, indices );
  6560. geometry2.setAttribute( name, newAttribute );
  6561. }
  6562. // morph attributes
  6563. var morphAttributes = this.morphAttributes;
  6564. for ( var name$1 in morphAttributes ) {
  6565. var morphArray = [];
  6566. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6567. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6568. var attribute$1 = morphAttribute[ i ];
  6569. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6570. morphArray.push( newAttribute$1 );
  6571. }
  6572. geometry2.morphAttributes[ name$1 ] = morphArray;
  6573. }
  6574. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6575. // groups
  6576. var groups = this.groups;
  6577. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6578. var group = groups[ i$1 ];
  6579. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6580. }
  6581. return geometry2;
  6582. },
  6583. toJSON: function () {
  6584. var data = {
  6585. metadata: {
  6586. version: 4.5,
  6587. type: 'BufferGeometry',
  6588. generator: 'BufferGeometry.toJSON'
  6589. }
  6590. };
  6591. // standard BufferGeometry serialization
  6592. data.uuid = this.uuid;
  6593. data.type = this.type;
  6594. if ( this.name !== '' ) { data.name = this.name; }
  6595. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6596. if ( this.parameters !== undefined ) {
  6597. var parameters = this.parameters;
  6598. for ( var key in parameters ) {
  6599. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6600. }
  6601. return data;
  6602. }
  6603. data.data = { attributes: {} };
  6604. var index = this.index;
  6605. if ( index !== null ) {
  6606. data.data.index = {
  6607. type: index.array.constructor.name,
  6608. array: Array.prototype.slice.call( index.array )
  6609. };
  6610. }
  6611. var attributes = this.attributes;
  6612. for ( var key$1 in attributes ) {
  6613. var attribute = attributes[ key$1 ];
  6614. var attributeData = attribute.toJSON( data.data );
  6615. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6616. data.data.attributes[ key$1 ] = attributeData;
  6617. }
  6618. var morphAttributes = {};
  6619. var hasMorphAttributes = false;
  6620. for ( var key$2 in this.morphAttributes ) {
  6621. var attributeArray = this.morphAttributes[ key$2 ];
  6622. var array = [];
  6623. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6624. var attribute$1 = attributeArray[ i ];
  6625. var attributeData$1 = attribute$1.toJSON( data.data );
  6626. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6627. array.push( attributeData$1 );
  6628. }
  6629. if ( array.length > 0 ) {
  6630. morphAttributes[ key$2 ] = array;
  6631. hasMorphAttributes = true;
  6632. }
  6633. }
  6634. if ( hasMorphAttributes ) {
  6635. data.data.morphAttributes = morphAttributes;
  6636. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6637. }
  6638. var groups = this.groups;
  6639. if ( groups.length > 0 ) {
  6640. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6641. }
  6642. var boundingSphere = this.boundingSphere;
  6643. if ( boundingSphere !== null ) {
  6644. data.data.boundingSphere = {
  6645. center: boundingSphere.center.toArray(),
  6646. radius: boundingSphere.radius
  6647. };
  6648. }
  6649. return data;
  6650. },
  6651. clone: function () {
  6652. /*
  6653. // Handle primitives
  6654. const parameters = this.parameters;
  6655. if ( parameters !== undefined ) {
  6656. const values = [];
  6657. for ( const key in parameters ) {
  6658. values.push( parameters[ key ] );
  6659. }
  6660. const geometry = Object.create( this.constructor.prototype );
  6661. this.constructor.apply( geometry, values );
  6662. return geometry;
  6663. }
  6664. return new this.constructor().copy( this );
  6665. */
  6666. return new BufferGeometry().copy( this );
  6667. },
  6668. copy: function ( source ) {
  6669. // reset
  6670. this.index = null;
  6671. this.attributes = {};
  6672. this.morphAttributes = {};
  6673. this.groups = [];
  6674. this.boundingBox = null;
  6675. this.boundingSphere = null;
  6676. // used for storing cloned, shared data
  6677. var data = {};
  6678. // name
  6679. this.name = source.name;
  6680. // index
  6681. var index = source.index;
  6682. if ( index !== null ) {
  6683. this.setIndex( index.clone( data ) );
  6684. }
  6685. // attributes
  6686. var attributes = source.attributes;
  6687. for ( var name in attributes ) {
  6688. var attribute = attributes[ name ];
  6689. this.setAttribute( name, attribute.clone( data ) );
  6690. }
  6691. // morph attributes
  6692. var morphAttributes = source.morphAttributes;
  6693. for ( var name$1 in morphAttributes ) {
  6694. var array = [];
  6695. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6696. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6697. array.push( morphAttribute[ i ].clone( data ) );
  6698. }
  6699. this.morphAttributes[ name$1 ] = array;
  6700. }
  6701. this.morphTargetsRelative = source.morphTargetsRelative;
  6702. // groups
  6703. var groups = source.groups;
  6704. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6705. var group = groups[ i$1 ];
  6706. this.addGroup( group.start, group.count, group.materialIndex );
  6707. }
  6708. // bounding box
  6709. var boundingBox = source.boundingBox;
  6710. if ( boundingBox !== null ) {
  6711. this.boundingBox = boundingBox.clone();
  6712. }
  6713. // bounding sphere
  6714. var boundingSphere = source.boundingSphere;
  6715. if ( boundingSphere !== null ) {
  6716. this.boundingSphere = boundingSphere.clone();
  6717. }
  6718. // draw range
  6719. this.drawRange.start = source.drawRange.start;
  6720. this.drawRange.count = source.drawRange.count;
  6721. // user data
  6722. this.userData = source.userData;
  6723. return this;
  6724. },
  6725. dispose: function () {
  6726. this.dispatchEvent( { type: 'dispose' } );
  6727. }
  6728. } );
  6729. /**
  6730. * @author mrdoob / http://mrdoob.com/
  6731. * @author alteredq / http://alteredqualia.com/
  6732. * @author mikael emtinger / http://gomo.se/
  6733. * @author jonobr1 / http://jonobr1.com/
  6734. */
  6735. var _inverseMatrix = new Matrix4();
  6736. var _ray = new Ray();
  6737. var _sphere = new Sphere();
  6738. var _vA = new Vector3();
  6739. var _vB = new Vector3();
  6740. var _vC = new Vector3();
  6741. var _tempA = new Vector3();
  6742. var _tempB = new Vector3();
  6743. var _tempC = new Vector3();
  6744. var _morphA = new Vector3();
  6745. var _morphB = new Vector3();
  6746. var _morphC = new Vector3();
  6747. var _uvA = new Vector2();
  6748. var _uvB = new Vector2();
  6749. var _uvC = new Vector2();
  6750. var _intersectionPoint = new Vector3();
  6751. var _intersectionPointWorld = new Vector3();
  6752. function Mesh( geometry, material ) {
  6753. Object3D.call( this );
  6754. this.type = 'Mesh';
  6755. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6756. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6757. this.updateMorphTargets();
  6758. }
  6759. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6760. constructor: Mesh,
  6761. isMesh: true,
  6762. copy: function ( source ) {
  6763. Object3D.prototype.copy.call( this, source );
  6764. if ( source.morphTargetInfluences !== undefined ) {
  6765. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6766. }
  6767. if ( source.morphTargetDictionary !== undefined ) {
  6768. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6769. }
  6770. this.material = source.material;
  6771. this.geometry = source.geometry;
  6772. return this;
  6773. },
  6774. updateMorphTargets: function () {
  6775. var geometry = this.geometry;
  6776. if ( geometry.isBufferGeometry ) {
  6777. var morphAttributes = geometry.morphAttributes;
  6778. var keys = Object.keys( morphAttributes );
  6779. if ( keys.length > 0 ) {
  6780. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6781. if ( morphAttribute !== undefined ) {
  6782. this.morphTargetInfluences = [];
  6783. this.morphTargetDictionary = {};
  6784. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6785. var name = morphAttribute[ m ].name || String( m );
  6786. this.morphTargetInfluences.push( 0 );
  6787. this.morphTargetDictionary[ name ] = m;
  6788. }
  6789. }
  6790. }
  6791. } else {
  6792. var morphTargets = geometry.morphTargets;
  6793. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6794. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6795. }
  6796. }
  6797. },
  6798. raycast: function ( raycaster, intersects ) {
  6799. var geometry = this.geometry;
  6800. var material = this.material;
  6801. var matrixWorld = this.matrixWorld;
  6802. if ( material === undefined ) { return; }
  6803. // Checking boundingSphere distance to ray
  6804. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6805. _sphere.copy( geometry.boundingSphere );
  6806. _sphere.applyMatrix4( matrixWorld );
  6807. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6808. //
  6809. _inverseMatrix.getInverse( matrixWorld );
  6810. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6811. // Check boundingBox before continuing
  6812. if ( geometry.boundingBox !== null ) {
  6813. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6814. }
  6815. var intersection;
  6816. if ( geometry.isBufferGeometry ) {
  6817. var index = geometry.index;
  6818. var position = geometry.attributes.position;
  6819. var morphPosition = geometry.morphAttributes.position;
  6820. var morphTargetsRelative = geometry.morphTargetsRelative;
  6821. var uv = geometry.attributes.uv;
  6822. var uv2 = geometry.attributes.uv2;
  6823. var groups = geometry.groups;
  6824. var drawRange = geometry.drawRange;
  6825. if ( index !== null ) {
  6826. // indexed buffer geometry
  6827. if ( Array.isArray( material ) ) {
  6828. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6829. var group = groups[ i ];
  6830. var groupMaterial = material[ group.materialIndex ];
  6831. var start = Math.max( group.start, drawRange.start );
  6832. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6833. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6834. var a = index.getX( j );
  6835. var b = index.getX( j + 1 );
  6836. var c = index.getX( j + 2 );
  6837. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6838. if ( intersection ) {
  6839. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6840. intersection.face.materialIndex = group.materialIndex;
  6841. intersects.push( intersection );
  6842. }
  6843. }
  6844. }
  6845. } else {
  6846. var start$1 = Math.max( 0, drawRange.start );
  6847. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6848. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6849. var a$1 = index.getX( i$1 );
  6850. var b$1 = index.getX( i$1 + 1 );
  6851. var c$1 = index.getX( i$1 + 2 );
  6852. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6853. if ( intersection ) {
  6854. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6855. intersects.push( intersection );
  6856. }
  6857. }
  6858. }
  6859. } else if ( position !== undefined ) {
  6860. // non-indexed buffer geometry
  6861. if ( Array.isArray( material ) ) {
  6862. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6863. var group$1 = groups[ i$2 ];
  6864. var groupMaterial$1 = material[ group$1.materialIndex ];
  6865. var start$2 = Math.max( group$1.start, drawRange.start );
  6866. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6867. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6868. var a$2 = j$1;
  6869. var b$2 = j$1 + 1;
  6870. var c$2 = j$1 + 2;
  6871. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6872. if ( intersection ) {
  6873. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6874. intersection.face.materialIndex = group$1.materialIndex;
  6875. intersects.push( intersection );
  6876. }
  6877. }
  6878. }
  6879. } else {
  6880. var start$3 = Math.max( 0, drawRange.start );
  6881. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6882. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6883. var a$3 = i$3;
  6884. var b$3 = i$3 + 1;
  6885. var c$3 = i$3 + 2;
  6886. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6887. if ( intersection ) {
  6888. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6889. intersects.push( intersection );
  6890. }
  6891. }
  6892. }
  6893. }
  6894. } else if ( geometry.isGeometry ) {
  6895. var isMultiMaterial = Array.isArray( material );
  6896. var vertices = geometry.vertices;
  6897. var faces = geometry.faces;
  6898. var uvs;
  6899. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6900. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6901. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6902. var face = faces[ f ];
  6903. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6904. if ( faceMaterial === undefined ) { continue; }
  6905. var fvA = vertices[ face.a ];
  6906. var fvB = vertices[ face.b ];
  6907. var fvC = vertices[ face.c ];
  6908. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6909. if ( intersection ) {
  6910. if ( uvs && uvs[ f ] ) {
  6911. var uvs_f = uvs[ f ];
  6912. _uvA.copy( uvs_f[ 0 ] );
  6913. _uvB.copy( uvs_f[ 1 ] );
  6914. _uvC.copy( uvs_f[ 2 ] );
  6915. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6916. }
  6917. intersection.face = face;
  6918. intersection.faceIndex = f;
  6919. intersects.push( intersection );
  6920. }
  6921. }
  6922. }
  6923. }
  6924. } );
  6925. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6926. var intersect;
  6927. if ( material.side === BackSide ) {
  6928. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6929. } else {
  6930. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6931. }
  6932. if ( intersect === null ) { return null; }
  6933. _intersectionPointWorld.copy( point );
  6934. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6935. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6936. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6937. return {
  6938. distance: distance,
  6939. point: _intersectionPointWorld.clone(),
  6940. object: object
  6941. };
  6942. }
  6943. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6944. _vA.fromBufferAttribute( position, a );
  6945. _vB.fromBufferAttribute( position, b );
  6946. _vC.fromBufferAttribute( position, c );
  6947. var morphInfluences = object.morphTargetInfluences;
  6948. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6949. _morphA.set( 0, 0, 0 );
  6950. _morphB.set( 0, 0, 0 );
  6951. _morphC.set( 0, 0, 0 );
  6952. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6953. var influence = morphInfluences[ i ];
  6954. var morphAttribute = morphPosition[ i ];
  6955. if ( influence === 0 ) { continue; }
  6956. _tempA.fromBufferAttribute( morphAttribute, a );
  6957. _tempB.fromBufferAttribute( morphAttribute, b );
  6958. _tempC.fromBufferAttribute( morphAttribute, c );
  6959. if ( morphTargetsRelative ) {
  6960. _morphA.addScaledVector( _tempA, influence );
  6961. _morphB.addScaledVector( _tempB, influence );
  6962. _morphC.addScaledVector( _tempC, influence );
  6963. } else {
  6964. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6965. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6966. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6967. }
  6968. }
  6969. _vA.add( _morphA );
  6970. _vB.add( _morphB );
  6971. _vC.add( _morphC );
  6972. }
  6973. if ( object.isSkinnedMesh ) {
  6974. object.boneTransform( a, _vA );
  6975. object.boneTransform( b, _vB );
  6976. object.boneTransform( c, _vC );
  6977. }
  6978. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6979. if ( intersection ) {
  6980. if ( uv ) {
  6981. _uvA.fromBufferAttribute( uv, a );
  6982. _uvB.fromBufferAttribute( uv, b );
  6983. _uvC.fromBufferAttribute( uv, c );
  6984. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6985. }
  6986. if ( uv2 ) {
  6987. _uvA.fromBufferAttribute( uv2, a );
  6988. _uvB.fromBufferAttribute( uv2, b );
  6989. _uvC.fromBufferAttribute( uv2, c );
  6990. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6991. }
  6992. var face = new Face3( a, b, c );
  6993. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6994. intersection.face = face;
  6995. }
  6996. return intersection;
  6997. }
  6998. /**
  6999. * @author mrdoob / http://mrdoob.com/
  7000. * @author kile / http://kile.stravaganza.org/
  7001. * @author alteredq / http://alteredqualia.com/
  7002. * @author mikael emtinger / http://gomo.se/
  7003. * @author zz85 / http://www.lab4games.net/zz85/blog
  7004. * @author bhouston / http://clara.io
  7005. */
  7006. var _geometryId = 0; // Geometry uses even numbers as Id
  7007. var _m1$3 = new Matrix4();
  7008. var _obj$1 = new Object3D();
  7009. var _offset$1 = new Vector3();
  7010. function Geometry() {
  7011. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  7012. this.uuid = MathUtils.generateUUID();
  7013. this.name = '';
  7014. this.type = 'Geometry';
  7015. this.vertices = [];
  7016. this.colors = [];
  7017. this.faces = [];
  7018. this.faceVertexUvs = [[]];
  7019. this.morphTargets = [];
  7020. this.morphNormals = [];
  7021. this.skinWeights = [];
  7022. this.skinIndices = [];
  7023. this.lineDistances = [];
  7024. this.boundingBox = null;
  7025. this.boundingSphere = null;
  7026. // update flags
  7027. this.elementsNeedUpdate = false;
  7028. this.verticesNeedUpdate = false;
  7029. this.uvsNeedUpdate = false;
  7030. this.normalsNeedUpdate = false;
  7031. this.colorsNeedUpdate = false;
  7032. this.lineDistancesNeedUpdate = false;
  7033. this.groupsNeedUpdate = false;
  7034. }
  7035. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7036. constructor: Geometry,
  7037. isGeometry: true,
  7038. applyMatrix4: function ( matrix ) {
  7039. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7040. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7041. var vertex = this.vertices[ i ];
  7042. vertex.applyMatrix4( matrix );
  7043. }
  7044. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7045. var face = this.faces[ i$1 ];
  7046. face.normal.applyMatrix3( normalMatrix ).normalize();
  7047. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7048. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7049. }
  7050. }
  7051. if ( this.boundingBox !== null ) {
  7052. this.computeBoundingBox();
  7053. }
  7054. if ( this.boundingSphere !== null ) {
  7055. this.computeBoundingSphere();
  7056. }
  7057. this.verticesNeedUpdate = true;
  7058. this.normalsNeedUpdate = true;
  7059. return this;
  7060. },
  7061. rotateX: function ( angle ) {
  7062. // rotate geometry around world x-axis
  7063. _m1$3.makeRotationX( angle );
  7064. this.applyMatrix4( _m1$3 );
  7065. return this;
  7066. },
  7067. rotateY: function ( angle ) {
  7068. // rotate geometry around world y-axis
  7069. _m1$3.makeRotationY( angle );
  7070. this.applyMatrix4( _m1$3 );
  7071. return this;
  7072. },
  7073. rotateZ: function ( angle ) {
  7074. // rotate geometry around world z-axis
  7075. _m1$3.makeRotationZ( angle );
  7076. this.applyMatrix4( _m1$3 );
  7077. return this;
  7078. },
  7079. translate: function ( x, y, z ) {
  7080. // translate geometry
  7081. _m1$3.makeTranslation( x, y, z );
  7082. this.applyMatrix4( _m1$3 );
  7083. return this;
  7084. },
  7085. scale: function ( x, y, z ) {
  7086. // scale geometry
  7087. _m1$3.makeScale( x, y, z );
  7088. this.applyMatrix4( _m1$3 );
  7089. return this;
  7090. },
  7091. lookAt: function ( vector ) {
  7092. _obj$1.lookAt( vector );
  7093. _obj$1.updateMatrix();
  7094. this.applyMatrix4( _obj$1.matrix );
  7095. return this;
  7096. },
  7097. fromBufferGeometry: function ( geometry ) {
  7098. var scope = this;
  7099. var index = geometry.index !== null ? geometry.index : undefined;
  7100. var attributes = geometry.attributes;
  7101. if ( attributes.position === undefined ) {
  7102. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7103. return this;
  7104. }
  7105. var position = attributes.position;
  7106. var normal = attributes.normal;
  7107. var color = attributes.color;
  7108. var uv = attributes.uv;
  7109. var uv2 = attributes.uv2;
  7110. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7111. for ( var i = 0; i < position.count; i ++ ) {
  7112. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7113. if ( color !== undefined ) {
  7114. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7115. }
  7116. }
  7117. function addFace( a, b, c, materialIndex ) {
  7118. var vertexColors = ( color === undefined ) ? [] : [
  7119. scope.colors[ a ].clone(),
  7120. scope.colors[ b ].clone(),
  7121. scope.colors[ c ].clone()
  7122. ];
  7123. var vertexNormals = ( normal === undefined ) ? [] : [
  7124. new Vector3().fromBufferAttribute( normal, a ),
  7125. new Vector3().fromBufferAttribute( normal, b ),
  7126. new Vector3().fromBufferAttribute( normal, c )
  7127. ];
  7128. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7129. scope.faces.push( face );
  7130. if ( uv !== undefined ) {
  7131. scope.faceVertexUvs[ 0 ].push( [
  7132. new Vector2().fromBufferAttribute( uv, a ),
  7133. new Vector2().fromBufferAttribute( uv, b ),
  7134. new Vector2().fromBufferAttribute( uv, c )
  7135. ] );
  7136. }
  7137. if ( uv2 !== undefined ) {
  7138. scope.faceVertexUvs[ 1 ].push( [
  7139. new Vector2().fromBufferAttribute( uv2, a ),
  7140. new Vector2().fromBufferAttribute( uv2, b ),
  7141. new Vector2().fromBufferAttribute( uv2, c )
  7142. ] );
  7143. }
  7144. }
  7145. var groups = geometry.groups;
  7146. if ( groups.length > 0 ) {
  7147. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7148. var group = groups[ i$1 ];
  7149. var start = group.start;
  7150. var count = group.count;
  7151. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7152. if ( index !== undefined ) {
  7153. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7154. } else {
  7155. addFace( j, j + 1, j + 2, group.materialIndex );
  7156. }
  7157. }
  7158. }
  7159. } else {
  7160. if ( index !== undefined ) {
  7161. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7162. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7163. }
  7164. } else {
  7165. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7166. addFace( i$3, i$3 + 1, i$3 + 2 );
  7167. }
  7168. }
  7169. }
  7170. this.computeFaceNormals();
  7171. if ( geometry.boundingBox !== null ) {
  7172. this.boundingBox = geometry.boundingBox.clone();
  7173. }
  7174. if ( geometry.boundingSphere !== null ) {
  7175. this.boundingSphere = geometry.boundingSphere.clone();
  7176. }
  7177. return this;
  7178. },
  7179. center: function () {
  7180. this.computeBoundingBox();
  7181. this.boundingBox.getCenter( _offset$1 ).negate();
  7182. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7183. return this;
  7184. },
  7185. normalize: function () {
  7186. this.computeBoundingSphere();
  7187. var center = this.boundingSphere.center;
  7188. var radius = this.boundingSphere.radius;
  7189. var s = radius === 0 ? 1 : 1.0 / radius;
  7190. var matrix = new Matrix4();
  7191. matrix.set(
  7192. s, 0, 0, - s * center.x,
  7193. 0, s, 0, - s * center.y,
  7194. 0, 0, s, - s * center.z,
  7195. 0, 0, 0, 1
  7196. );
  7197. this.applyMatrix4( matrix );
  7198. return this;
  7199. },
  7200. computeFaceNormals: function () {
  7201. var cb = new Vector3(), ab = new Vector3();
  7202. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7203. var face = this.faces[ f ];
  7204. var vA = this.vertices[ face.a ];
  7205. var vB = this.vertices[ face.b ];
  7206. var vC = this.vertices[ face.c ];
  7207. cb.subVectors( vC, vB );
  7208. ab.subVectors( vA, vB );
  7209. cb.cross( ab );
  7210. cb.normalize();
  7211. face.normal.copy( cb );
  7212. }
  7213. },
  7214. computeVertexNormals: function ( areaWeighted ) {
  7215. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7216. var vertices = new Array( this.vertices.length );
  7217. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7218. vertices[ v ] = new Vector3();
  7219. }
  7220. if ( areaWeighted ) {
  7221. // vertex normals weighted by triangle areas
  7222. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7223. var cb = new Vector3(), ab = new Vector3();
  7224. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7225. var face = this.faces[ f ];
  7226. var vA = this.vertices[ face.a ];
  7227. var vB = this.vertices[ face.b ];
  7228. var vC = this.vertices[ face.c ];
  7229. cb.subVectors( vC, vB );
  7230. ab.subVectors( vA, vB );
  7231. cb.cross( ab );
  7232. vertices[ face.a ].add( cb );
  7233. vertices[ face.b ].add( cb );
  7234. vertices[ face.c ].add( cb );
  7235. }
  7236. } else {
  7237. this.computeFaceNormals();
  7238. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7239. var face$1 = this.faces[ f$1 ];
  7240. vertices[ face$1.a ].add( face$1.normal );
  7241. vertices[ face$1.b ].add( face$1.normal );
  7242. vertices[ face$1.c ].add( face$1.normal );
  7243. }
  7244. }
  7245. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7246. vertices[ v$1 ].normalize();
  7247. }
  7248. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7249. var face$2 = this.faces[ f$2 ];
  7250. var vertexNormals = face$2.vertexNormals;
  7251. if ( vertexNormals.length === 3 ) {
  7252. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7253. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7254. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7255. } else {
  7256. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7257. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7258. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7259. }
  7260. }
  7261. if ( this.faces.length > 0 ) {
  7262. this.normalsNeedUpdate = true;
  7263. }
  7264. },
  7265. computeFlatVertexNormals: function () {
  7266. this.computeFaceNormals();
  7267. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7268. var face = this.faces[ f ];
  7269. var vertexNormals = face.vertexNormals;
  7270. if ( vertexNormals.length === 3 ) {
  7271. vertexNormals[ 0 ].copy( face.normal );
  7272. vertexNormals[ 1 ].copy( face.normal );
  7273. vertexNormals[ 2 ].copy( face.normal );
  7274. } else {
  7275. vertexNormals[ 0 ] = face.normal.clone();
  7276. vertexNormals[ 1 ] = face.normal.clone();
  7277. vertexNormals[ 2 ] = face.normal.clone();
  7278. }
  7279. }
  7280. if ( this.faces.length > 0 ) {
  7281. this.normalsNeedUpdate = true;
  7282. }
  7283. },
  7284. computeMorphNormals: function () {
  7285. // save original normals
  7286. // - create temp variables on first access
  7287. // otherwise just copy (for faster repeated calls)
  7288. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7289. var face = this.faces[ f ];
  7290. if ( ! face.__originalFaceNormal ) {
  7291. face.__originalFaceNormal = face.normal.clone();
  7292. } else {
  7293. face.__originalFaceNormal.copy( face.normal );
  7294. }
  7295. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7296. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7297. if ( ! face.__originalVertexNormals[ i ] ) {
  7298. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7299. } else {
  7300. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7301. }
  7302. }
  7303. }
  7304. // use temp geometry to compute face and vertex normals for each morph
  7305. var tmpGeo = new Geometry();
  7306. tmpGeo.faces = this.faces;
  7307. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7308. // create on first access
  7309. if ( ! this.morphNormals[ i$1 ] ) {
  7310. this.morphNormals[ i$1 ] = {};
  7311. this.morphNormals[ i$1 ].faceNormals = [];
  7312. this.morphNormals[ i$1 ].vertexNormals = [];
  7313. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7314. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7315. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7316. var faceNormal = new Vector3();
  7317. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7318. dstNormalsFace.push( faceNormal );
  7319. dstNormalsVertex.push( vertexNormals );
  7320. }
  7321. }
  7322. var morphNormals = this.morphNormals[ i$1 ];
  7323. // set vertices to morph target
  7324. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7325. // compute morph normals
  7326. tmpGeo.computeFaceNormals();
  7327. tmpGeo.computeVertexNormals();
  7328. // store morph normals
  7329. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7330. var face$1 = this.faces[ f$2 ];
  7331. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7332. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7333. faceNormal$1.copy( face$1.normal );
  7334. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7335. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7336. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7337. }
  7338. }
  7339. // restore original normals
  7340. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7341. var face$2 = this.faces[ f$3 ];
  7342. face$2.normal = face$2.__originalFaceNormal;
  7343. face$2.vertexNormals = face$2.__originalVertexNormals;
  7344. }
  7345. },
  7346. computeBoundingBox: function () {
  7347. if ( this.boundingBox === null ) {
  7348. this.boundingBox = new Box3();
  7349. }
  7350. this.boundingBox.setFromPoints( this.vertices );
  7351. },
  7352. computeBoundingSphere: function () {
  7353. if ( this.boundingSphere === null ) {
  7354. this.boundingSphere = new Sphere();
  7355. }
  7356. this.boundingSphere.setFromPoints( this.vertices );
  7357. },
  7358. merge: function ( geometry, matrix, materialIndexOffset ) {
  7359. if ( ! ( geometry && geometry.isGeometry ) ) {
  7360. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7361. return;
  7362. }
  7363. var normalMatrix,
  7364. vertexOffset = this.vertices.length,
  7365. vertices1 = this.vertices,
  7366. vertices2 = geometry.vertices,
  7367. faces1 = this.faces,
  7368. faces2 = geometry.faces,
  7369. colors1 = this.colors,
  7370. colors2 = geometry.colors;
  7371. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7372. if ( matrix !== undefined ) {
  7373. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7374. }
  7375. // vertices
  7376. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7377. var vertex = vertices2[ i ];
  7378. var vertexCopy = vertex.clone();
  7379. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7380. vertices1.push( vertexCopy );
  7381. }
  7382. // colors
  7383. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7384. colors1.push( colors2[ i$1 ].clone() );
  7385. }
  7386. // faces
  7387. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7388. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7389. faceVertexNormals = face.vertexNormals,
  7390. faceVertexColors = face.vertexColors;
  7391. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7392. faceCopy.normal.copy( face.normal );
  7393. if ( normalMatrix !== undefined ) {
  7394. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7395. }
  7396. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7397. normal = faceVertexNormals[ j ].clone();
  7398. if ( normalMatrix !== undefined ) {
  7399. normal.applyMatrix3( normalMatrix ).normalize();
  7400. }
  7401. faceCopy.vertexNormals.push( normal );
  7402. }
  7403. faceCopy.color.copy( face.color );
  7404. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7405. color = faceVertexColors[ j$1 ];
  7406. faceCopy.vertexColors.push( color.clone() );
  7407. }
  7408. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7409. faces1.push( faceCopy );
  7410. }
  7411. // uvs
  7412. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7413. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7414. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7415. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7416. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7417. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7418. uvsCopy.push( uvs2[ k ].clone() );
  7419. }
  7420. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7421. }
  7422. }
  7423. },
  7424. mergeMesh: function ( mesh ) {
  7425. if ( ! ( mesh && mesh.isMesh ) ) {
  7426. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7427. return;
  7428. }
  7429. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7430. this.merge( mesh.geometry, mesh.matrix );
  7431. },
  7432. /*
  7433. * Checks for duplicate vertices with hashmap.
  7434. * Duplicated vertices are removed
  7435. * and faces' vertices are updated.
  7436. */
  7437. mergeVertices: function () {
  7438. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7439. var unique = [], changes = [];
  7440. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7441. var precision = Math.pow( 10, precisionPoints );
  7442. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7443. var v = this.vertices[ i ];
  7444. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7445. if ( verticesMap[ key ] === undefined ) {
  7446. verticesMap[ key ] = i;
  7447. unique.push( this.vertices[ i ] );
  7448. changes[ i ] = unique.length - 1;
  7449. } else {
  7450. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7451. changes[ i ] = changes[ verticesMap[ key ] ];
  7452. }
  7453. }
  7454. // if faces are completely degenerate after merging vertices, we
  7455. // have to remove them from the geometry.
  7456. var faceIndicesToRemove = [];
  7457. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7458. var face = this.faces[ i$1 ];
  7459. face.a = changes[ face.a ];
  7460. face.b = changes[ face.b ];
  7461. face.c = changes[ face.c ];
  7462. var indices = [ face.a, face.b, face.c ];
  7463. // if any duplicate vertices are found in a Face3
  7464. // we have to remove the face as nothing can be saved
  7465. for ( var n = 0; n < 3; n ++ ) {
  7466. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7467. faceIndicesToRemove.push( i$1 );
  7468. break;
  7469. }
  7470. }
  7471. }
  7472. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7473. var idx = faceIndicesToRemove[ i$2 ];
  7474. this.faces.splice( idx, 1 );
  7475. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7476. this.faceVertexUvs[ j ].splice( idx, 1 );
  7477. }
  7478. }
  7479. // Use unique set of vertices
  7480. var diff = this.vertices.length - unique.length;
  7481. this.vertices = unique;
  7482. return diff;
  7483. },
  7484. setFromPoints: function ( points ) {
  7485. this.vertices = [];
  7486. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7487. var point = points[ i ];
  7488. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7489. }
  7490. return this;
  7491. },
  7492. sortFacesByMaterialIndex: function () {
  7493. var faces = this.faces;
  7494. var length = faces.length;
  7495. // tag faces
  7496. for ( var i = 0; i < length; i ++ ) {
  7497. faces[ i ]._id = i;
  7498. }
  7499. // sort faces
  7500. function materialIndexSort( a, b ) {
  7501. return a.materialIndex - b.materialIndex;
  7502. }
  7503. faces.sort( materialIndexSort );
  7504. // sort uvs
  7505. var uvs1 = this.faceVertexUvs[ 0 ];
  7506. var uvs2 = this.faceVertexUvs[ 1 ];
  7507. var newUvs1, newUvs2;
  7508. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7509. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7510. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7511. var id = faces[ i$1 ]._id;
  7512. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7513. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7514. }
  7515. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7516. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7517. },
  7518. toJSON: function () {
  7519. var data = {
  7520. metadata: {
  7521. version: 4.5,
  7522. type: 'Geometry',
  7523. generator: 'Geometry.toJSON'
  7524. }
  7525. };
  7526. // standard Geometry serialization
  7527. data.uuid = this.uuid;
  7528. data.type = this.type;
  7529. if ( this.name !== '' ) { data.name = this.name; }
  7530. if ( this.parameters !== undefined ) {
  7531. var parameters = this.parameters;
  7532. for ( var key in parameters ) {
  7533. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7534. }
  7535. return data;
  7536. }
  7537. var vertices = [];
  7538. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7539. var vertex = this.vertices[ i ];
  7540. vertices.push( vertex.x, vertex.y, vertex.z );
  7541. }
  7542. var faces = [];
  7543. var normals = [];
  7544. var normalsHash = {};
  7545. var colors = [];
  7546. var colorsHash = {};
  7547. var uvs = [];
  7548. var uvsHash = {};
  7549. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7550. var face = this.faces[ i$1 ];
  7551. var hasMaterial = true;
  7552. var hasFaceUv = false; // deprecated
  7553. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7554. var hasFaceNormal = face.normal.length() > 0;
  7555. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7556. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7557. var hasFaceVertexColor = face.vertexColors.length > 0;
  7558. var faceType = 0;
  7559. faceType = setBit( faceType, 0, 0 ); // isQuad
  7560. faceType = setBit( faceType, 1, hasMaterial );
  7561. faceType = setBit( faceType, 2, hasFaceUv );
  7562. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7563. faceType = setBit( faceType, 4, hasFaceNormal );
  7564. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7565. faceType = setBit( faceType, 6, hasFaceColor );
  7566. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7567. faces.push( faceType );
  7568. faces.push( face.a, face.b, face.c );
  7569. faces.push( face.materialIndex );
  7570. if ( hasFaceVertexUv ) {
  7571. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7572. faces.push(
  7573. getUvIndex( faceVertexUvs[ 0 ] ),
  7574. getUvIndex( faceVertexUvs[ 1 ] ),
  7575. getUvIndex( faceVertexUvs[ 2 ] )
  7576. );
  7577. }
  7578. if ( hasFaceNormal ) {
  7579. faces.push( getNormalIndex( face.normal ) );
  7580. }
  7581. if ( hasFaceVertexNormal ) {
  7582. var vertexNormals = face.vertexNormals;
  7583. faces.push(
  7584. getNormalIndex( vertexNormals[ 0 ] ),
  7585. getNormalIndex( vertexNormals[ 1 ] ),
  7586. getNormalIndex( vertexNormals[ 2 ] )
  7587. );
  7588. }
  7589. if ( hasFaceColor ) {
  7590. faces.push( getColorIndex( face.color ) );
  7591. }
  7592. if ( hasFaceVertexColor ) {
  7593. var vertexColors = face.vertexColors;
  7594. faces.push(
  7595. getColorIndex( vertexColors[ 0 ] ),
  7596. getColorIndex( vertexColors[ 1 ] ),
  7597. getColorIndex( vertexColors[ 2 ] )
  7598. );
  7599. }
  7600. }
  7601. function setBit( value, position, enabled ) {
  7602. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7603. }
  7604. function getNormalIndex( normal ) {
  7605. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7606. if ( normalsHash[ hash ] !== undefined ) {
  7607. return normalsHash[ hash ];
  7608. }
  7609. normalsHash[ hash ] = normals.length / 3;
  7610. normals.push( normal.x, normal.y, normal.z );
  7611. return normalsHash[ hash ];
  7612. }
  7613. function getColorIndex( color ) {
  7614. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7615. if ( colorsHash[ hash ] !== undefined ) {
  7616. return colorsHash[ hash ];
  7617. }
  7618. colorsHash[ hash ] = colors.length;
  7619. colors.push( color.getHex() );
  7620. return colorsHash[ hash ];
  7621. }
  7622. function getUvIndex( uv ) {
  7623. var hash = uv.x.toString() + uv.y.toString();
  7624. if ( uvsHash[ hash ] !== undefined ) {
  7625. return uvsHash[ hash ];
  7626. }
  7627. uvsHash[ hash ] = uvs.length / 2;
  7628. uvs.push( uv.x, uv.y );
  7629. return uvsHash[ hash ];
  7630. }
  7631. data.data = {};
  7632. data.data.vertices = vertices;
  7633. data.data.normals = normals;
  7634. if ( colors.length > 0 ) { data.data.colors = colors; }
  7635. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7636. data.data.faces = faces;
  7637. return data;
  7638. },
  7639. clone: function () {
  7640. /*
  7641. // Handle primitives
  7642. const parameters = this.parameters;
  7643. if ( parameters !== undefined ) {
  7644. const values = [];
  7645. for ( const key in parameters ) {
  7646. values.push( parameters[ key ] );
  7647. }
  7648. const geometry = Object.create( this.constructor.prototype );
  7649. this.constructor.apply( geometry, values );
  7650. return geometry;
  7651. }
  7652. return new this.constructor().copy( this );
  7653. */
  7654. return new Geometry().copy( this );
  7655. },
  7656. copy: function ( source ) {
  7657. // reset
  7658. this.vertices = [];
  7659. this.colors = [];
  7660. this.faces = [];
  7661. this.faceVertexUvs = [[]];
  7662. this.morphTargets = [];
  7663. this.morphNormals = [];
  7664. this.skinWeights = [];
  7665. this.skinIndices = [];
  7666. this.lineDistances = [];
  7667. this.boundingBox = null;
  7668. this.boundingSphere = null;
  7669. // name
  7670. this.name = source.name;
  7671. // vertices
  7672. var vertices = source.vertices;
  7673. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7674. this.vertices.push( vertices[ i ].clone() );
  7675. }
  7676. // colors
  7677. var colors = source.colors;
  7678. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7679. this.colors.push( colors[ i$1 ].clone() );
  7680. }
  7681. // faces
  7682. var faces = source.faces;
  7683. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7684. this.faces.push( faces[ i$2 ].clone() );
  7685. }
  7686. // face vertex uvs
  7687. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7688. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7689. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7690. this.faceVertexUvs[ i$3 ] = [];
  7691. }
  7692. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7693. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7694. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7695. var uv = uvs[ k ];
  7696. uvsCopy.push( uv.clone() );
  7697. }
  7698. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7699. }
  7700. }
  7701. // morph targets
  7702. var morphTargets = source.morphTargets;
  7703. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7704. var morphTarget = {};
  7705. morphTarget.name = morphTargets[ i$4 ].name;
  7706. // vertices
  7707. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7708. morphTarget.vertices = [];
  7709. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7710. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7711. }
  7712. }
  7713. // normals
  7714. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7715. morphTarget.normals = [];
  7716. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7717. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7718. }
  7719. }
  7720. this.morphTargets.push( morphTarget );
  7721. }
  7722. // morph normals
  7723. var morphNormals = source.morphNormals;
  7724. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7725. var morphNormal = {};
  7726. // vertex normals
  7727. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7728. morphNormal.vertexNormals = [];
  7729. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7730. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7731. var destVertexNormal = {};
  7732. destVertexNormal.a = srcVertexNormal.a.clone();
  7733. destVertexNormal.b = srcVertexNormal.b.clone();
  7734. destVertexNormal.c = srcVertexNormal.c.clone();
  7735. morphNormal.vertexNormals.push( destVertexNormal );
  7736. }
  7737. }
  7738. // face normals
  7739. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7740. morphNormal.faceNormals = [];
  7741. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7742. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7743. }
  7744. }
  7745. this.morphNormals.push( morphNormal );
  7746. }
  7747. // skin weights
  7748. var skinWeights = source.skinWeights;
  7749. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7750. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7751. }
  7752. // skin indices
  7753. var skinIndices = source.skinIndices;
  7754. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7755. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7756. }
  7757. // line distances
  7758. var lineDistances = source.lineDistances;
  7759. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7760. this.lineDistances.push( lineDistances[ i$8 ] );
  7761. }
  7762. // bounding box
  7763. var boundingBox = source.boundingBox;
  7764. if ( boundingBox !== null ) {
  7765. this.boundingBox = boundingBox.clone();
  7766. }
  7767. // bounding sphere
  7768. var boundingSphere = source.boundingSphere;
  7769. if ( boundingSphere !== null ) {
  7770. this.boundingSphere = boundingSphere.clone();
  7771. }
  7772. // update flags
  7773. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7774. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7775. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7776. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7777. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7778. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7779. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7780. return this;
  7781. },
  7782. dispose: function () {
  7783. this.dispatchEvent( { type: 'dispose' } );
  7784. }
  7785. } );
  7786. /**
  7787. * @author mrdoob / http://mrdoob.com/
  7788. * @author Mugen87 / https://github.com/Mugen87
  7789. */
  7790. // BoxGeometry
  7791. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7792. Geometry.call(this);
  7793. this.type = 'BoxGeometry';
  7794. this.parameters = {
  7795. width: width,
  7796. height: height,
  7797. depth: depth,
  7798. widthSegments: widthSegments,
  7799. heightSegments: heightSegments,
  7800. depthSegments: depthSegments
  7801. };
  7802. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7803. this.mergeVertices();
  7804. }
  7805. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7806. BoxGeometry.prototype.constructor = BoxGeometry;
  7807. // BoxBufferGeometry
  7808. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7809. if ( width === void 0 ) width = 1;
  7810. if ( height === void 0 ) height = 1;
  7811. if ( depth === void 0 ) depth = 1;
  7812. if ( widthSegments === void 0 ) widthSegments = 1;
  7813. if ( heightSegments === void 0 ) heightSegments = 1;
  7814. if ( depthSegments === void 0 ) depthSegments = 1;
  7815. BufferGeometry.call(this);
  7816. this.type = 'BoxBufferGeometry';
  7817. this.parameters = {
  7818. width: width,
  7819. height: height,
  7820. depth: depth,
  7821. widthSegments: widthSegments,
  7822. heightSegments: heightSegments,
  7823. depthSegments: depthSegments
  7824. };
  7825. var scope = this;
  7826. // segments
  7827. widthSegments = Math.floor( widthSegments );
  7828. heightSegments = Math.floor( heightSegments );
  7829. depthSegments = Math.floor( depthSegments );
  7830. // buffers
  7831. var indices = [];
  7832. var vertices = [];
  7833. var normals = [];
  7834. var uvs = [];
  7835. // helper variables
  7836. var numberOfVertices = 0;
  7837. var groupStart = 0;
  7838. // build each side of the box geometry
  7839. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7840. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7841. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7842. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7843. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7844. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7845. // build geometry
  7846. this.setIndex( indices );
  7847. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7848. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7849. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7850. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7851. var segmentWidth = width / gridX;
  7852. var segmentHeight = height / gridY;
  7853. var widthHalf = width / 2;
  7854. var heightHalf = height / 2;
  7855. var depthHalf = depth / 2;
  7856. var gridX1 = gridX + 1;
  7857. var gridY1 = gridY + 1;
  7858. var vertexCounter = 0;
  7859. var groupCount = 0;
  7860. var vector = new Vector3();
  7861. // generate vertices, normals and uvs
  7862. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7863. var y = iy * segmentHeight - heightHalf;
  7864. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7865. var x = ix * segmentWidth - widthHalf;
  7866. // set values to correct vector component
  7867. vector[ u ] = x * udir;
  7868. vector[ v ] = y * vdir;
  7869. vector[ w ] = depthHalf;
  7870. // now apply vector to vertex buffer
  7871. vertices.push( vector.x, vector.y, vector.z );
  7872. // set values to correct vector component
  7873. vector[ u ] = 0;
  7874. vector[ v ] = 0;
  7875. vector[ w ] = depth > 0 ? 1 : - 1;
  7876. // now apply vector to normal buffer
  7877. normals.push( vector.x, vector.y, vector.z );
  7878. // uvs
  7879. uvs.push( ix / gridX );
  7880. uvs.push( 1 - ( iy / gridY ) );
  7881. // counters
  7882. vertexCounter += 1;
  7883. }
  7884. }
  7885. // indices
  7886. // 1. you need three indices to draw a single face
  7887. // 2. a single segment consists of two faces
  7888. // 3. so we need to generate six (2*3) indices per segment
  7889. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7890. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7891. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7892. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7893. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7894. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7895. // faces
  7896. indices.push( a, b, d );
  7897. indices.push( b, c, d );
  7898. // increase counter
  7899. groupCount += 6;
  7900. }
  7901. }
  7902. // add a group to the geometry. this will ensure multi material support
  7903. scope.addGroup( groupStart, groupCount, materialIndex );
  7904. // calculate new start value for groups
  7905. groupStart += groupCount;
  7906. // update total number of vertices
  7907. numberOfVertices += vertexCounter;
  7908. }
  7909. }
  7910. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7911. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7912. /**
  7913. * Uniform Utilities
  7914. */
  7915. function cloneUniforms( src ) {
  7916. var dst = {};
  7917. for ( var u in src ) {
  7918. dst[ u ] = {};
  7919. for ( var p in src[ u ] ) {
  7920. var property = src[ u ][ p ];
  7921. if ( property && ( property.isColor ||
  7922. property.isMatrix3 || property.isMatrix4 ||
  7923. property.isVector2 || property.isVector3 || property.isVector4 ||
  7924. property.isTexture ) ) {
  7925. dst[ u ][ p ] = property.clone();
  7926. } else if ( Array.isArray( property ) ) {
  7927. dst[ u ][ p ] = property.slice();
  7928. } else {
  7929. dst[ u ][ p ] = property;
  7930. }
  7931. }
  7932. }
  7933. return dst;
  7934. }
  7935. function mergeUniforms( uniforms ) {
  7936. var merged = {};
  7937. for ( var u = 0; u < uniforms.length; u ++ ) {
  7938. var tmp = cloneUniforms( uniforms[ u ] );
  7939. for ( var p in tmp ) {
  7940. merged[ p ] = tmp[ p ];
  7941. }
  7942. }
  7943. return merged;
  7944. }
  7945. // Legacy
  7946. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7947. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7948. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7949. /**
  7950. * @author alteredq / http://alteredqualia.com/
  7951. *
  7952. * parameters = {
  7953. * defines: { "label" : "value" },
  7954. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7955. *
  7956. * fragmentShader: <string>,
  7957. * vertexShader: <string>,
  7958. *
  7959. * wireframe: <boolean>,
  7960. * wireframeLinewidth: <float>,
  7961. *
  7962. * lights: <bool>,
  7963. *
  7964. * skinning: <bool>,
  7965. * morphTargets: <bool>,
  7966. * morphNormals: <bool>
  7967. * }
  7968. */
  7969. function ShaderMaterial( parameters ) {
  7970. Material.call( this );
  7971. this.type = 'ShaderMaterial';
  7972. this.defines = {};
  7973. this.uniforms = {};
  7974. this.vertexShader = default_vertex;
  7975. this.fragmentShader = default_fragment;
  7976. this.linewidth = 1;
  7977. this.wireframe = false;
  7978. this.wireframeLinewidth = 1;
  7979. this.fog = false; // set to use scene fog
  7980. this.lights = false; // set to use scene lights
  7981. this.clipping = false; // set to use user-defined clipping planes
  7982. this.skinning = false; // set to use skinning attribute streams
  7983. this.morphTargets = false; // set to use morph targets
  7984. this.morphNormals = false; // set to use morph normals
  7985. this.extensions = {
  7986. derivatives: false, // set to use derivatives
  7987. fragDepth: false, // set to use fragment depth values
  7988. drawBuffers: false, // set to use draw buffers
  7989. shaderTextureLOD: false // set to use shader texture LOD
  7990. };
  7991. // When rendered geometry doesn't include these attributes but the material does,
  7992. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7993. this.defaultAttributeValues = {
  7994. 'color': [ 1, 1, 1 ],
  7995. 'uv': [ 0, 0 ],
  7996. 'uv2': [ 0, 0 ]
  7997. };
  7998. this.index0AttributeName = undefined;
  7999. this.uniformsNeedUpdate = false;
  8000. if ( parameters !== undefined ) {
  8001. if ( parameters.attributes !== undefined ) {
  8002. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  8003. }
  8004. this.setValues( parameters );
  8005. }
  8006. }
  8007. ShaderMaterial.prototype = Object.create( Material.prototype );
  8008. ShaderMaterial.prototype.constructor = ShaderMaterial;
  8009. ShaderMaterial.prototype.isShaderMaterial = true;
  8010. ShaderMaterial.prototype.copy = function ( source ) {
  8011. Material.prototype.copy.call( this, source );
  8012. this.fragmentShader = source.fragmentShader;
  8013. this.vertexShader = source.vertexShader;
  8014. this.uniforms = cloneUniforms( source.uniforms );
  8015. this.defines = Object.assign( {}, source.defines );
  8016. this.wireframe = source.wireframe;
  8017. this.wireframeLinewidth = source.wireframeLinewidth;
  8018. this.lights = source.lights;
  8019. this.clipping = source.clipping;
  8020. this.skinning = source.skinning;
  8021. this.morphTargets = source.morphTargets;
  8022. this.morphNormals = source.morphNormals;
  8023. this.extensions = Object.assign( {}, source.extensions );
  8024. return this;
  8025. };
  8026. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8027. var data = Material.prototype.toJSON.call( this, meta );
  8028. data.uniforms = {};
  8029. for ( var name in this.uniforms ) {
  8030. var uniform = this.uniforms[ name ];
  8031. var value = uniform.value;
  8032. if ( value && value.isTexture ) {
  8033. data.uniforms[ name ] = {
  8034. type: 't',
  8035. value: value.toJSON( meta ).uuid
  8036. };
  8037. } else if ( value && value.isColor ) {
  8038. data.uniforms[ name ] = {
  8039. type: 'c',
  8040. value: value.getHex()
  8041. };
  8042. } else if ( value && value.isVector2 ) {
  8043. data.uniforms[ name ] = {
  8044. type: 'v2',
  8045. value: value.toArray()
  8046. };
  8047. } else if ( value && value.isVector3 ) {
  8048. data.uniforms[ name ] = {
  8049. type: 'v3',
  8050. value: value.toArray()
  8051. };
  8052. } else if ( value && value.isVector4 ) {
  8053. data.uniforms[ name ] = {
  8054. type: 'v4',
  8055. value: value.toArray()
  8056. };
  8057. } else if ( value && value.isMatrix3 ) {
  8058. data.uniforms[ name ] = {
  8059. type: 'm3',
  8060. value: value.toArray()
  8061. };
  8062. } else if ( value && value.isMatrix4 ) {
  8063. data.uniforms[ name ] = {
  8064. type: 'm4',
  8065. value: value.toArray()
  8066. };
  8067. } else {
  8068. data.uniforms[ name ] = {
  8069. value: value
  8070. };
  8071. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8072. }
  8073. }
  8074. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8075. data.vertexShader = this.vertexShader;
  8076. data.fragmentShader = this.fragmentShader;
  8077. var extensions = {};
  8078. for ( var key in this.extensions ) {
  8079. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8080. }
  8081. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8082. return data;
  8083. };
  8084. /**
  8085. * @author mrdoob / http://mrdoob.com/
  8086. * @author mikael emtinger / http://gomo.se/
  8087. * @author WestLangley / http://github.com/WestLangley
  8088. */
  8089. function Camera() {
  8090. Object3D.call( this );
  8091. this.type = 'Camera';
  8092. this.matrixWorldInverse = new Matrix4();
  8093. this.projectionMatrix = new Matrix4();
  8094. this.projectionMatrixInverse = new Matrix4();
  8095. }
  8096. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8097. constructor: Camera,
  8098. isCamera: true,
  8099. copy: function ( source, recursive ) {
  8100. Object3D.prototype.copy.call( this, source, recursive );
  8101. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8102. this.projectionMatrix.copy( source.projectionMatrix );
  8103. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8104. return this;
  8105. },
  8106. getWorldDirection: function ( target ) {
  8107. if ( target === undefined ) {
  8108. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8109. target = new Vector3();
  8110. }
  8111. this.updateMatrixWorld( true );
  8112. var e = this.matrixWorld.elements;
  8113. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8114. },
  8115. updateMatrixWorld: function ( force ) {
  8116. Object3D.prototype.updateMatrixWorld.call( this, force );
  8117. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8118. },
  8119. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8120. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8121. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8122. },
  8123. clone: function () {
  8124. return new this.constructor().copy( this );
  8125. }
  8126. } );
  8127. /**
  8128. * @author mrdoob / http://mrdoob.com/
  8129. * @author greggman / http://games.greggman.com/
  8130. * @author zz85 / http://www.lab4games.net/zz85/blog
  8131. * @author tschw
  8132. */
  8133. function PerspectiveCamera( fov, aspect, near, far ) {
  8134. Camera.call( this );
  8135. this.type = 'PerspectiveCamera';
  8136. this.fov = fov !== undefined ? fov : 50;
  8137. this.zoom = 1;
  8138. this.near = near !== undefined ? near : 0.1;
  8139. this.far = far !== undefined ? far : 2000;
  8140. this.focus = 10;
  8141. this.aspect = aspect !== undefined ? aspect : 1;
  8142. this.view = null;
  8143. this.filmGauge = 35; // width of the film (default in millimeters)
  8144. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8145. this.updateProjectionMatrix();
  8146. }
  8147. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8148. constructor: PerspectiveCamera,
  8149. isPerspectiveCamera: true,
  8150. copy: function ( source, recursive ) {
  8151. Camera.prototype.copy.call( this, source, recursive );
  8152. this.fov = source.fov;
  8153. this.zoom = source.zoom;
  8154. this.near = source.near;
  8155. this.far = source.far;
  8156. this.focus = source.focus;
  8157. this.aspect = source.aspect;
  8158. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8159. this.filmGauge = source.filmGauge;
  8160. this.filmOffset = source.filmOffset;
  8161. return this;
  8162. },
  8163. /**
  8164. * Sets the FOV by focal length in respect to the current .filmGauge.
  8165. *
  8166. * The default film gauge is 35, so that the focal length can be specified for
  8167. * a 35mm (full frame) camera.
  8168. *
  8169. * Values for focal length and film gauge must have the same unit.
  8170. */
  8171. setFocalLength: function ( focalLength ) {
  8172. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8173. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8174. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8175. this.updateProjectionMatrix();
  8176. },
  8177. /**
  8178. * Calculates the focal length from the current .fov and .filmGauge.
  8179. */
  8180. getFocalLength: function () {
  8181. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8182. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8183. },
  8184. getEffectiveFOV: function () {
  8185. return MathUtils.RAD2DEG * 2 * Math.atan(
  8186. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8187. },
  8188. getFilmWidth: function () {
  8189. // film not completely covered in portrait format (aspect < 1)
  8190. return this.filmGauge * Math.min( this.aspect, 1 );
  8191. },
  8192. getFilmHeight: function () {
  8193. // film not completely covered in landscape format (aspect > 1)
  8194. return this.filmGauge / Math.max( this.aspect, 1 );
  8195. },
  8196. /**
  8197. * Sets an offset in a larger frustum. This is useful for multi-window or
  8198. * multi-monitor/multi-machine setups.
  8199. *
  8200. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8201. * the monitors are in grid like this
  8202. *
  8203. * +---+---+---+
  8204. * | A | B | C |
  8205. * +---+---+---+
  8206. * | D | E | F |
  8207. * +---+---+---+
  8208. *
  8209. * then for each monitor you would call it like this
  8210. *
  8211. * const w = 1920;
  8212. * const h = 1080;
  8213. * const fullWidth = w * 3;
  8214. * const fullHeight = h * 2;
  8215. *
  8216. * --A--
  8217. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8218. * --B--
  8219. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8220. * --C--
  8221. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8222. * --D--
  8223. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8224. * --E--
  8225. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8226. * --F--
  8227. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8228. *
  8229. * Note there is no reason monitors have to be the same size or in a grid.
  8230. */
  8231. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8232. this.aspect = fullWidth / fullHeight;
  8233. if ( this.view === null ) {
  8234. this.view = {
  8235. enabled: true,
  8236. fullWidth: 1,
  8237. fullHeight: 1,
  8238. offsetX: 0,
  8239. offsetY: 0,
  8240. width: 1,
  8241. height: 1
  8242. };
  8243. }
  8244. this.view.enabled = true;
  8245. this.view.fullWidth = fullWidth;
  8246. this.view.fullHeight = fullHeight;
  8247. this.view.offsetX = x;
  8248. this.view.offsetY = y;
  8249. this.view.width = width;
  8250. this.view.height = height;
  8251. this.updateProjectionMatrix();
  8252. },
  8253. clearViewOffset: function () {
  8254. if ( this.view !== null ) {
  8255. this.view.enabled = false;
  8256. }
  8257. this.updateProjectionMatrix();
  8258. },
  8259. updateProjectionMatrix: function () {
  8260. var near = this.near,
  8261. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8262. height = 2 * top,
  8263. width = this.aspect * height,
  8264. left = - 0.5 * width,
  8265. view = this.view;
  8266. if ( this.view !== null && this.view.enabled ) {
  8267. var fullWidth = view.fullWidth,
  8268. fullHeight = view.fullHeight;
  8269. left += view.offsetX * width / fullWidth;
  8270. top -= view.offsetY * height / fullHeight;
  8271. width *= view.width / fullWidth;
  8272. height *= view.height / fullHeight;
  8273. }
  8274. var skew = this.filmOffset;
  8275. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8276. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8277. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8278. },
  8279. toJSON: function ( meta ) {
  8280. var data = Object3D.prototype.toJSON.call( this, meta );
  8281. data.object.fov = this.fov;
  8282. data.object.zoom = this.zoom;
  8283. data.object.near = this.near;
  8284. data.object.far = this.far;
  8285. data.object.focus = this.focus;
  8286. data.object.aspect = this.aspect;
  8287. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8288. data.object.filmGauge = this.filmGauge;
  8289. data.object.filmOffset = this.filmOffset;
  8290. return data;
  8291. }
  8292. } );
  8293. /**
  8294. * Camera for rendering cube maps
  8295. * - renders scene into axis-aligned cube
  8296. *
  8297. * @author alteredq / http://alteredqualia.com/
  8298. */
  8299. var fov = 90, aspect = 1;
  8300. function CubeCamera( near, far, renderTarget ) {
  8301. Object3D.call( this );
  8302. this.type = 'CubeCamera';
  8303. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8304. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8305. return;
  8306. }
  8307. this.renderTarget = renderTarget;
  8308. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8309. cameraPX.layers = this.layers;
  8310. cameraPX.up.set( 0, - 1, 0 );
  8311. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8312. this.add( cameraPX );
  8313. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8314. cameraNX.layers = this.layers;
  8315. cameraNX.up.set( 0, - 1, 0 );
  8316. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8317. this.add( cameraNX );
  8318. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8319. cameraPY.layers = this.layers;
  8320. cameraPY.up.set( 0, 0, 1 );
  8321. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8322. this.add( cameraPY );
  8323. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8324. cameraNY.layers = this.layers;
  8325. cameraNY.up.set( 0, 0, - 1 );
  8326. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8327. this.add( cameraNY );
  8328. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8329. cameraPZ.layers = this.layers;
  8330. cameraPZ.up.set( 0, - 1, 0 );
  8331. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8332. this.add( cameraPZ );
  8333. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8334. cameraNZ.layers = this.layers;
  8335. cameraNZ.up.set( 0, - 1, 0 );
  8336. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8337. this.add( cameraNZ );
  8338. this.update = function ( renderer, scene ) {
  8339. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8340. var currentXrEnabled = renderer.xr.enabled;
  8341. var currentRenderTarget = renderer.getRenderTarget();
  8342. renderer.xr.enabled = false;
  8343. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8344. renderTarget.texture.generateMipmaps = false;
  8345. renderer.setRenderTarget( renderTarget, 0 );
  8346. renderer.render( scene, cameraPX );
  8347. renderer.setRenderTarget( renderTarget, 1 );
  8348. renderer.render( scene, cameraNX );
  8349. renderer.setRenderTarget( renderTarget, 2 );
  8350. renderer.render( scene, cameraPY );
  8351. renderer.setRenderTarget( renderTarget, 3 );
  8352. renderer.render( scene, cameraNY );
  8353. renderer.setRenderTarget( renderTarget, 4 );
  8354. renderer.render( scene, cameraPZ );
  8355. renderTarget.texture.generateMipmaps = generateMipmaps;
  8356. renderer.setRenderTarget( renderTarget, 5 );
  8357. renderer.render( scene, cameraNZ );
  8358. renderer.setRenderTarget( currentRenderTarget );
  8359. renderer.xr.enabled = currentXrEnabled;
  8360. };
  8361. this.clear = function ( renderer, color, depth, stencil ) {
  8362. var currentRenderTarget = renderer.getRenderTarget();
  8363. for ( var i = 0; i < 6; i ++ ) {
  8364. renderer.setRenderTarget( renderTarget, i );
  8365. renderer.clear( color, depth, stencil );
  8366. }
  8367. renderer.setRenderTarget( currentRenderTarget );
  8368. };
  8369. }
  8370. CubeCamera.prototype = Object.create( Object3D.prototype );
  8371. CubeCamera.prototype.constructor = CubeCamera;
  8372. /**
  8373. * @author alteredq / http://alteredqualia.com
  8374. * @author WestLangley / http://github.com/WestLangley
  8375. */
  8376. function WebGLCubeRenderTarget( size, options, dummy ) {
  8377. if ( Number.isInteger( options ) ) {
  8378. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8379. options = dummy;
  8380. }
  8381. WebGLRenderTarget.call( this, size, size, options );
  8382. }
  8383. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8384. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8385. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8386. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8387. this.texture.type = texture.type;
  8388. this.texture.format = RGBAFormat; // see #18859
  8389. this.texture.encoding = texture.encoding;
  8390. this.texture.generateMipmaps = texture.generateMipmaps;
  8391. this.texture.minFilter = texture.minFilter;
  8392. this.texture.magFilter = texture.magFilter;
  8393. var scene = new Scene();
  8394. var shader = {
  8395. uniforms: {
  8396. tEquirect: { value: null },
  8397. },
  8398. vertexShader: /* glsl */"\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include <begin_vertex>\n\t\t\t\t#include <project_vertex>\n\n\t\t\t}\n\t\t",
  8399. fragmentShader: /* glsl */"\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t"
  8400. };
  8401. var material = new ShaderMaterial( {
  8402. name: 'CubemapFromEquirect',
  8403. uniforms: cloneUniforms( shader.uniforms ),
  8404. vertexShader: shader.vertexShader,
  8405. fragmentShader: shader.fragmentShader,
  8406. side: BackSide,
  8407. blending: NoBlending
  8408. } );
  8409. material.uniforms.tEquirect.value = texture;
  8410. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8411. scene.add( mesh );
  8412. var camera = new CubeCamera( 1, 10, this );
  8413. camera.update( renderer, scene );
  8414. mesh.geometry.dispose();
  8415. mesh.material.dispose();
  8416. return this;
  8417. };
  8418. /**
  8419. * @author alteredq / http://alteredqualia.com/
  8420. */
  8421. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8422. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8423. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8424. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8425. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8426. this.generateMipmaps = false;
  8427. this.flipY = false;
  8428. this.unpackAlignment = 1;
  8429. this.needsUpdate = true;
  8430. }
  8431. DataTexture.prototype = Object.create( Texture.prototype );
  8432. DataTexture.prototype.constructor = DataTexture;
  8433. DataTexture.prototype.isDataTexture = true;
  8434. /**
  8435. * @author mrdoob / http://mrdoob.com/
  8436. * @author alteredq / http://alteredqualia.com/
  8437. * @author bhouston / http://clara.io
  8438. */
  8439. var _sphere$1 = new Sphere();
  8440. var _vector$5 = new Vector3();
  8441. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8442. this.planes = [
  8443. ( p0 !== undefined ) ? p0 : new Plane(),
  8444. ( p1 !== undefined ) ? p1 : new Plane(),
  8445. ( p2 !== undefined ) ? p2 : new Plane(),
  8446. ( p3 !== undefined ) ? p3 : new Plane(),
  8447. ( p4 !== undefined ) ? p4 : new Plane(),
  8448. ( p5 !== undefined ) ? p5 : new Plane()
  8449. ];
  8450. }
  8451. Object.assign( Frustum.prototype, {
  8452. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8453. var planes = this.planes;
  8454. planes[ 0 ].copy( p0 );
  8455. planes[ 1 ].copy( p1 );
  8456. planes[ 2 ].copy( p2 );
  8457. planes[ 3 ].copy( p3 );
  8458. planes[ 4 ].copy( p4 );
  8459. planes[ 5 ].copy( p5 );
  8460. return this;
  8461. },
  8462. clone: function () {
  8463. return new this.constructor().copy( this );
  8464. },
  8465. copy: function ( frustum ) {
  8466. var planes = this.planes;
  8467. for ( var i = 0; i < 6; i ++ ) {
  8468. planes[ i ].copy( frustum.planes[ i ] );
  8469. }
  8470. return this;
  8471. },
  8472. setFromProjectionMatrix: function ( m ) {
  8473. var planes = this.planes;
  8474. var me = m.elements;
  8475. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8476. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8477. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8478. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8479. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8480. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8481. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8482. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8483. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8484. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8485. return this;
  8486. },
  8487. intersectsObject: function ( object ) {
  8488. var geometry = object.geometry;
  8489. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8490. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8491. return this.intersectsSphere( _sphere$1 );
  8492. },
  8493. intersectsSprite: function ( sprite ) {
  8494. _sphere$1.center.set( 0, 0, 0 );
  8495. _sphere$1.radius = 0.7071067811865476;
  8496. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8497. return this.intersectsSphere( _sphere$1 );
  8498. },
  8499. intersectsSphere: function ( sphere ) {
  8500. var planes = this.planes;
  8501. var center = sphere.center;
  8502. var negRadius = - sphere.radius;
  8503. for ( var i = 0; i < 6; i ++ ) {
  8504. var distance = planes[ i ].distanceToPoint( center );
  8505. if ( distance < negRadius ) {
  8506. return false;
  8507. }
  8508. }
  8509. return true;
  8510. },
  8511. intersectsBox: function ( box ) {
  8512. var planes = this.planes;
  8513. for ( var i = 0; i < 6; i ++ ) {
  8514. var plane = planes[ i ];
  8515. // corner at max distance
  8516. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8517. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8518. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8519. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8520. return false;
  8521. }
  8522. }
  8523. return true;
  8524. },
  8525. containsPoint: function ( point ) {
  8526. var planes = this.planes;
  8527. for ( var i = 0; i < 6; i ++ ) {
  8528. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8529. return false;
  8530. }
  8531. }
  8532. return true;
  8533. }
  8534. } );
  8535. /**
  8536. * Uniforms library for shared webgl shaders
  8537. */
  8538. var UniformsLib = {
  8539. common: {
  8540. diffuse: { value: new Color( 0xeeeeee ) },
  8541. opacity: { value: 1.0 },
  8542. map: { value: null },
  8543. uvTransform: { value: new Matrix3() },
  8544. uv2Transform: { value: new Matrix3() },
  8545. alphaMap: { value: null },
  8546. },
  8547. specularmap: {
  8548. specularMap: { value: null },
  8549. },
  8550. envmap: {
  8551. envMap: { value: null },
  8552. flipEnvMap: { value: - 1 },
  8553. reflectivity: { value: 1.0 },
  8554. refractionRatio: { value: 0.98 },
  8555. maxMipLevel: { value: 0 }
  8556. },
  8557. aomap: {
  8558. aoMap: { value: null },
  8559. aoMapIntensity: { value: 1 }
  8560. },
  8561. lightmap: {
  8562. lightMap: { value: null },
  8563. lightMapIntensity: { value: 1 }
  8564. },
  8565. emissivemap: {
  8566. emissiveMap: { value: null }
  8567. },
  8568. bumpmap: {
  8569. bumpMap: { value: null },
  8570. bumpScale: { value: 1 }
  8571. },
  8572. normalmap: {
  8573. normalMap: { value: null },
  8574. normalScale: { value: new Vector2( 1, 1 ) }
  8575. },
  8576. displacementmap: {
  8577. displacementMap: { value: null },
  8578. displacementScale: { value: 1 },
  8579. displacementBias: { value: 0 }
  8580. },
  8581. roughnessmap: {
  8582. roughnessMap: { value: null }
  8583. },
  8584. metalnessmap: {
  8585. metalnessMap: { value: null }
  8586. },
  8587. gradientmap: {
  8588. gradientMap: { value: null }
  8589. },
  8590. fog: {
  8591. fogDensity: { value: 0.00025 },
  8592. fogNear: { value: 1 },
  8593. fogFar: { value: 2000 },
  8594. fogColor: { value: new Color( 0xffffff ) }
  8595. },
  8596. lights: {
  8597. ambientLightColor: { value: [] },
  8598. lightProbe: { value: [] },
  8599. directionalLights: { value: [], properties: {
  8600. direction: {},
  8601. color: {}
  8602. } },
  8603. directionalLightShadows: { value: [], properties: {
  8604. shadowBias: {},
  8605. shadowNormalBias: {},
  8606. shadowRadius: {},
  8607. shadowMapSize: {}
  8608. } },
  8609. directionalShadowMap: { value: [] },
  8610. directionalShadowMatrix: { value: [] },
  8611. spotLights: { value: [], properties: {
  8612. color: {},
  8613. position: {},
  8614. direction: {},
  8615. distance: {},
  8616. coneCos: {},
  8617. penumbraCos: {},
  8618. decay: {}
  8619. } },
  8620. spotLightShadows: { value: [], properties: {
  8621. shadowBias: {},
  8622. shadowNormalBias: {},
  8623. shadowRadius: {},
  8624. shadowMapSize: {}
  8625. } },
  8626. spotShadowMap: { value: [] },
  8627. spotShadowMatrix: { value: [] },
  8628. pointLights: { value: [], properties: {
  8629. color: {},
  8630. position: {},
  8631. decay: {},
  8632. distance: {}
  8633. } },
  8634. pointLightShadows: { value: [], properties: {
  8635. shadowBias: {},
  8636. shadowNormalBias: {},
  8637. shadowRadius: {},
  8638. shadowMapSize: {},
  8639. shadowCameraNear: {},
  8640. shadowCameraFar: {}
  8641. } },
  8642. pointShadowMap: { value: [] },
  8643. pointShadowMatrix: { value: [] },
  8644. hemisphereLights: { value: [], properties: {
  8645. direction: {},
  8646. skyColor: {},
  8647. groundColor: {}
  8648. } },
  8649. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8650. rectAreaLights: { value: [], properties: {
  8651. color: {},
  8652. position: {},
  8653. width: {},
  8654. height: {}
  8655. } }
  8656. },
  8657. points: {
  8658. diffuse: { value: new Color( 0xeeeeee ) },
  8659. opacity: { value: 1.0 },
  8660. size: { value: 1.0 },
  8661. scale: { value: 1.0 },
  8662. map: { value: null },
  8663. alphaMap: { value: null },
  8664. uvTransform: { value: new Matrix3() }
  8665. },
  8666. sprite: {
  8667. diffuse: { value: new Color( 0xeeeeee ) },
  8668. opacity: { value: 1.0 },
  8669. center: { value: new Vector2( 0.5, 0.5 ) },
  8670. rotation: { value: 0.0 },
  8671. map: { value: null },
  8672. alphaMap: { value: null },
  8673. uvTransform: { value: new Matrix3() }
  8674. }
  8675. };
  8676. /**
  8677. * @author mrdoob / http://mrdoob.com/
  8678. */
  8679. function WebGLAnimation() {
  8680. var context = null;
  8681. var isAnimating = false;
  8682. var animationLoop = null;
  8683. var requestId = null;
  8684. function onAnimationFrame( time, frame ) {
  8685. animationLoop( time, frame );
  8686. requestId = context.requestAnimationFrame( onAnimationFrame );
  8687. }
  8688. return {
  8689. start: function () {
  8690. if ( isAnimating === true ) { return; }
  8691. if ( animationLoop === null ) { return; }
  8692. requestId = context.requestAnimationFrame( onAnimationFrame );
  8693. isAnimating = true;
  8694. },
  8695. stop: function () {
  8696. context.cancelAnimationFrame( requestId );
  8697. isAnimating = false;
  8698. },
  8699. setAnimationLoop: function ( callback ) {
  8700. animationLoop = callback;
  8701. },
  8702. setContext: function ( value ) {
  8703. context = value;
  8704. }
  8705. };
  8706. }
  8707. /**
  8708. * @author mrdoob / http://mrdoob.com/
  8709. */
  8710. function WebGLAttributes( gl, capabilities ) {
  8711. var isWebGL2 = capabilities.isWebGL2;
  8712. var buffers = new WeakMap();
  8713. function createBuffer( attribute, bufferType ) {
  8714. var array = attribute.array;
  8715. var usage = attribute.usage;
  8716. var buffer = gl.createBuffer();
  8717. gl.bindBuffer( bufferType, buffer );
  8718. gl.bufferData( bufferType, array, usage );
  8719. attribute.onUploadCallback();
  8720. var type = 5126;
  8721. if ( array instanceof Float32Array ) {
  8722. type = 5126;
  8723. } else if ( array instanceof Float64Array ) {
  8724. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8725. } else if ( array instanceof Uint16Array ) {
  8726. type = 5123;
  8727. } else if ( array instanceof Int16Array ) {
  8728. type = 5122;
  8729. } else if ( array instanceof Uint32Array ) {
  8730. type = 5125;
  8731. } else if ( array instanceof Int32Array ) {
  8732. type = 5124;
  8733. } else if ( array instanceof Int8Array ) {
  8734. type = 5120;
  8735. } else if ( array instanceof Uint8Array ) {
  8736. type = 5121;
  8737. }
  8738. return {
  8739. buffer: buffer,
  8740. type: type,
  8741. bytesPerElement: array.BYTES_PER_ELEMENT,
  8742. version: attribute.version
  8743. };
  8744. }
  8745. function updateBuffer( buffer, attribute, bufferType ) {
  8746. var array = attribute.array;
  8747. var updateRange = attribute.updateRange;
  8748. gl.bindBuffer( bufferType, buffer );
  8749. if ( updateRange.count === - 1 ) {
  8750. // Not using update ranges
  8751. gl.bufferSubData( bufferType, 0, array );
  8752. } else {
  8753. if ( isWebGL2 ) {
  8754. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8755. array, updateRange.offset, updateRange.count );
  8756. } else {
  8757. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8758. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8759. }
  8760. updateRange.count = - 1; // reset range
  8761. }
  8762. }
  8763. //
  8764. function get( attribute ) {
  8765. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8766. return buffers.get( attribute );
  8767. }
  8768. function remove( attribute ) {
  8769. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8770. var data = buffers.get( attribute );
  8771. if ( data ) {
  8772. gl.deleteBuffer( data.buffer );
  8773. buffers.delete( attribute );
  8774. }
  8775. }
  8776. function update( attribute, bufferType ) {
  8777. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8778. var data = buffers.get( attribute );
  8779. if ( data === undefined ) {
  8780. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8781. } else if ( data.version < attribute.version ) {
  8782. updateBuffer( data.buffer, attribute, bufferType );
  8783. data.version = attribute.version;
  8784. }
  8785. }
  8786. return {
  8787. get: get,
  8788. remove: remove,
  8789. update: update
  8790. };
  8791. }
  8792. /**
  8793. * @author mrdoob / http://mrdoob.com/
  8794. * @author Mugen87 / https://github.com/Mugen87
  8795. */
  8796. // PlaneGeometry
  8797. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8798. Geometry.call( this );
  8799. this.type = 'PlaneGeometry';
  8800. this.parameters = {
  8801. width: width,
  8802. height: height,
  8803. widthSegments: widthSegments,
  8804. heightSegments: heightSegments
  8805. };
  8806. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8807. this.mergeVertices();
  8808. }
  8809. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8810. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8811. // PlaneBufferGeometry
  8812. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8813. BufferGeometry.call( this );
  8814. this.type = 'PlaneBufferGeometry';
  8815. this.parameters = {
  8816. width: width,
  8817. height: height,
  8818. widthSegments: widthSegments,
  8819. heightSegments: heightSegments
  8820. };
  8821. width = width || 1;
  8822. height = height || 1;
  8823. var width_half = width / 2;
  8824. var height_half = height / 2;
  8825. var gridX = Math.floor( widthSegments ) || 1;
  8826. var gridY = Math.floor( heightSegments ) || 1;
  8827. var gridX1 = gridX + 1;
  8828. var gridY1 = gridY + 1;
  8829. var segment_width = width / gridX;
  8830. var segment_height = height / gridY;
  8831. // buffers
  8832. var indices = [];
  8833. var vertices = [];
  8834. var normals = [];
  8835. var uvs = [];
  8836. // generate vertices, normals and uvs
  8837. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8838. var y = iy * segment_height - height_half;
  8839. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8840. var x = ix * segment_width - width_half;
  8841. vertices.push( x, - y, 0 );
  8842. normals.push( 0, 0, 1 );
  8843. uvs.push( ix / gridX );
  8844. uvs.push( 1 - ( iy / gridY ) );
  8845. }
  8846. }
  8847. // indices
  8848. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8849. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8850. var a = ix$1 + gridX1 * iy$1;
  8851. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8852. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8853. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8854. // faces
  8855. indices.push( a, b, d );
  8856. indices.push( b, c, d );
  8857. }
  8858. }
  8859. // build geometry
  8860. this.setIndex( indices );
  8861. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8862. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8863. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8864. }
  8865. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8866. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8867. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8868. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8869. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8870. 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";
  8871. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8872. var begin_vertex = "vec3 transformed = vec3( position );";
  8873. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8874. 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";
  8875. 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";
  8876. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8877. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8878. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8879. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8880. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8881. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8882. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8883. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8884. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8885. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8886. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8887. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8888. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8889. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8890. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8891. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8892. 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 = clamp( floor( D ) / 255.0, 0.0, 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}";
  8893. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, 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_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\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";
  8894. 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";
  8895. 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";
  8896. 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";
  8897. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\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";
  8898. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  8899. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8900. 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";
  8901. 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";
  8902. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8903. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8904. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8905. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : 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;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif";
  8906. 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};\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};\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};\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";
  8907. 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\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 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\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\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#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8908. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8909. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8910. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8911. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial 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\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)";
  8912. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 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 = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8913. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\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}";
  8914. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : 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#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\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\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\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\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\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\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\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_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8915. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * 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";
  8916. 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";
  8917. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8918. 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";
  8919. 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";
  8920. 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";
  8921. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8922. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8923. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8924. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8925. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8926. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8927. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8928. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8929. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8930. 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\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8931. 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\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8932. 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, vec3 mapN ) {\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\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8933. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8934. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8935. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8936. 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 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( 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}";
  8937. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8938. 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;";
  8939. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8940. 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";
  8941. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8942. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8943. 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ 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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ 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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ 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 unpackRGBATo2Half( 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 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 dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\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";
  8944. 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ 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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ 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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8945. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8946. 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\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8947. 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";
  8948. 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";
  8949. 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";
  8950. 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";
  8951. 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";
  8952. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8953. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8954. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\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 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  8955. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8956. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8957. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8958. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8959. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8960. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8961. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8962. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8963. 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";
  8964. 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}";
  8965. 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}";
  8966. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8967. 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}";
  8968. 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>\nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8969. 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>\nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}";
  8970. 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}";
  8971. 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}";
  8972. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8973. 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}";
  8974. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8975. 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 <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8976. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\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 <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_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\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8977. 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}";
  8978. 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 <cube_uv_reflection_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\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}";
  8979. 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}";
  8980. 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 <dithering_pars_fragment>\n#include <color_pars_fragment>\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 <color_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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8981. 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 <color_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 <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#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}";
  8982. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\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 <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_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\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 <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_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 + totalEmissiveRadiance;\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}";
  8983. var meshtoon_vert = "#define TOON\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 <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 <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8984. 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 <cube_uv_reflection_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}";
  8985. 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}";
  8986. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\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 <transmissionmap_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_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#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\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 <transmissionmap_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 TRANSMISSION\n\t\tdiffuseColor.a *= saturate( 1. - totalTransmission + 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}";
  8987. 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}";
  8988. 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}";
  8989. 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 <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 <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}";
  8990. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8991. 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}";
  8992. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8993. var shadow_vert = "#include <common>\n#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 <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 <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8994. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\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 <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 <alphamap_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}";
  8995. 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}";
  8996. var ShaderChunk = {
  8997. alphamap_fragment: alphamap_fragment,
  8998. alphamap_pars_fragment: alphamap_pars_fragment,
  8999. alphatest_fragment: alphatest_fragment,
  9000. aomap_fragment: aomap_fragment,
  9001. aomap_pars_fragment: aomap_pars_fragment,
  9002. begin_vertex: begin_vertex,
  9003. beginnormal_vertex: beginnormal_vertex,
  9004. bsdfs: bsdfs,
  9005. bumpmap_pars_fragment: bumpmap_pars_fragment,
  9006. clipping_planes_fragment: clipping_planes_fragment,
  9007. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  9008. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  9009. clipping_planes_vertex: clipping_planes_vertex,
  9010. color_fragment: color_fragment,
  9011. color_pars_fragment: color_pars_fragment,
  9012. color_pars_vertex: color_pars_vertex,
  9013. color_vertex: color_vertex,
  9014. common: common,
  9015. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9016. defaultnormal_vertex: defaultnormal_vertex,
  9017. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9018. displacementmap_vertex: displacementmap_vertex,
  9019. emissivemap_fragment: emissivemap_fragment,
  9020. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9021. encodings_fragment: encodings_fragment,
  9022. encodings_pars_fragment: encodings_pars_fragment,
  9023. envmap_fragment: envmap_fragment,
  9024. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9025. envmap_pars_fragment: envmap_pars_fragment,
  9026. envmap_pars_vertex: envmap_pars_vertex,
  9027. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9028. envmap_vertex: envmap_vertex,
  9029. fog_vertex: fog_vertex,
  9030. fog_pars_vertex: fog_pars_vertex,
  9031. fog_fragment: fog_fragment,
  9032. fog_pars_fragment: fog_pars_fragment,
  9033. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9034. lightmap_fragment: lightmap_fragment,
  9035. lightmap_pars_fragment: lightmap_pars_fragment,
  9036. lights_lambert_vertex: lights_lambert_vertex,
  9037. lights_pars_begin: lights_pars_begin,
  9038. lights_toon_fragment: lights_toon_fragment,
  9039. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9040. lights_phong_fragment: lights_phong_fragment,
  9041. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9042. lights_physical_fragment: lights_physical_fragment,
  9043. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9044. lights_fragment_begin: lights_fragment_begin,
  9045. lights_fragment_maps: lights_fragment_maps,
  9046. lights_fragment_end: lights_fragment_end,
  9047. logdepthbuf_fragment: logdepthbuf_fragment,
  9048. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9049. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9050. logdepthbuf_vertex: logdepthbuf_vertex,
  9051. map_fragment: map_fragment,
  9052. map_pars_fragment: map_pars_fragment,
  9053. map_particle_fragment: map_particle_fragment,
  9054. map_particle_pars_fragment: map_particle_pars_fragment,
  9055. metalnessmap_fragment: metalnessmap_fragment,
  9056. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9057. morphnormal_vertex: morphnormal_vertex,
  9058. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9059. morphtarget_vertex: morphtarget_vertex,
  9060. normal_fragment_begin: normal_fragment_begin,
  9061. normal_fragment_maps: normal_fragment_maps,
  9062. normalmap_pars_fragment: normalmap_pars_fragment,
  9063. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9064. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9065. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9066. packing: packing,
  9067. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9068. project_vertex: project_vertex,
  9069. dithering_fragment: dithering_fragment,
  9070. dithering_pars_fragment: dithering_pars_fragment,
  9071. roughnessmap_fragment: roughnessmap_fragment,
  9072. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9073. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9074. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9075. shadowmap_vertex: shadowmap_vertex,
  9076. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9077. skinbase_vertex: skinbase_vertex,
  9078. skinning_pars_vertex: skinning_pars_vertex,
  9079. skinning_vertex: skinning_vertex,
  9080. skinnormal_vertex: skinnormal_vertex,
  9081. specularmap_fragment: specularmap_fragment,
  9082. specularmap_pars_fragment: specularmap_pars_fragment,
  9083. tonemapping_fragment: tonemapping_fragment,
  9084. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9085. transmissionmap_fragment: transmissionmap_fragment,
  9086. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  9087. uv_pars_fragment: uv_pars_fragment,
  9088. uv_pars_vertex: uv_pars_vertex,
  9089. uv_vertex: uv_vertex,
  9090. uv2_pars_fragment: uv2_pars_fragment,
  9091. uv2_pars_vertex: uv2_pars_vertex,
  9092. uv2_vertex: uv2_vertex,
  9093. worldpos_vertex: worldpos_vertex,
  9094. background_frag: background_frag,
  9095. background_vert: background_vert,
  9096. cube_frag: cube_frag,
  9097. cube_vert: cube_vert,
  9098. depth_frag: depth_frag,
  9099. depth_vert: depth_vert,
  9100. distanceRGBA_frag: distanceRGBA_frag,
  9101. distanceRGBA_vert: distanceRGBA_vert,
  9102. equirect_frag: equirect_frag,
  9103. equirect_vert: equirect_vert,
  9104. linedashed_frag: linedashed_frag,
  9105. linedashed_vert: linedashed_vert,
  9106. meshbasic_frag: meshbasic_frag,
  9107. meshbasic_vert: meshbasic_vert,
  9108. meshlambert_frag: meshlambert_frag,
  9109. meshlambert_vert: meshlambert_vert,
  9110. meshmatcap_frag: meshmatcap_frag,
  9111. meshmatcap_vert: meshmatcap_vert,
  9112. meshtoon_frag: meshtoon_frag,
  9113. meshtoon_vert: meshtoon_vert,
  9114. meshphong_frag: meshphong_frag,
  9115. meshphong_vert: meshphong_vert,
  9116. meshphysical_frag: meshphysical_frag,
  9117. meshphysical_vert: meshphysical_vert,
  9118. normal_frag: normal_frag,
  9119. normal_vert: normal_vert,
  9120. points_frag: points_frag,
  9121. points_vert: points_vert,
  9122. shadow_frag: shadow_frag,
  9123. shadow_vert: shadow_vert,
  9124. sprite_frag: sprite_frag,
  9125. sprite_vert: sprite_vert
  9126. };
  9127. /**
  9128. * @author alteredq / http://alteredqualia.com/
  9129. * @author mrdoob / http://mrdoob.com/
  9130. * @author mikael emtinger / http://gomo.se/
  9131. */
  9132. var ShaderLib = {
  9133. basic: {
  9134. uniforms: mergeUniforms( [
  9135. UniformsLib.common,
  9136. UniformsLib.specularmap,
  9137. UniformsLib.envmap,
  9138. UniformsLib.aomap,
  9139. UniformsLib.lightmap,
  9140. UniformsLib.fog
  9141. ] ),
  9142. vertexShader: ShaderChunk.meshbasic_vert,
  9143. fragmentShader: ShaderChunk.meshbasic_frag
  9144. },
  9145. lambert: {
  9146. uniforms: mergeUniforms( [
  9147. UniformsLib.common,
  9148. UniformsLib.specularmap,
  9149. UniformsLib.envmap,
  9150. UniformsLib.aomap,
  9151. UniformsLib.lightmap,
  9152. UniformsLib.emissivemap,
  9153. UniformsLib.fog,
  9154. UniformsLib.lights,
  9155. {
  9156. emissive: { value: new Color( 0x000000 ) }
  9157. }
  9158. ] ),
  9159. vertexShader: ShaderChunk.meshlambert_vert,
  9160. fragmentShader: ShaderChunk.meshlambert_frag
  9161. },
  9162. phong: {
  9163. uniforms: mergeUniforms( [
  9164. UniformsLib.common,
  9165. UniformsLib.specularmap,
  9166. UniformsLib.envmap,
  9167. UniformsLib.aomap,
  9168. UniformsLib.lightmap,
  9169. UniformsLib.emissivemap,
  9170. UniformsLib.bumpmap,
  9171. UniformsLib.normalmap,
  9172. UniformsLib.displacementmap,
  9173. UniformsLib.fog,
  9174. UniformsLib.lights,
  9175. {
  9176. emissive: { value: new Color( 0x000000 ) },
  9177. specular: { value: new Color( 0x111111 ) },
  9178. shininess: { value: 30 }
  9179. }
  9180. ] ),
  9181. vertexShader: ShaderChunk.meshphong_vert,
  9182. fragmentShader: ShaderChunk.meshphong_frag
  9183. },
  9184. standard: {
  9185. uniforms: mergeUniforms( [
  9186. UniformsLib.common,
  9187. UniformsLib.envmap,
  9188. UniformsLib.aomap,
  9189. UniformsLib.lightmap,
  9190. UniformsLib.emissivemap,
  9191. UniformsLib.bumpmap,
  9192. UniformsLib.normalmap,
  9193. UniformsLib.displacementmap,
  9194. UniformsLib.roughnessmap,
  9195. UniformsLib.metalnessmap,
  9196. UniformsLib.fog,
  9197. UniformsLib.lights,
  9198. {
  9199. emissive: { value: new Color( 0x000000 ) },
  9200. roughness: { value: 1.0 },
  9201. metalness: { value: 0.0 },
  9202. envMapIntensity: { value: 1 } // temporary
  9203. }
  9204. ] ),
  9205. vertexShader: ShaderChunk.meshphysical_vert,
  9206. fragmentShader: ShaderChunk.meshphysical_frag
  9207. },
  9208. toon: {
  9209. uniforms: mergeUniforms( [
  9210. UniformsLib.common,
  9211. UniformsLib.aomap,
  9212. UniformsLib.lightmap,
  9213. UniformsLib.emissivemap,
  9214. UniformsLib.bumpmap,
  9215. UniformsLib.normalmap,
  9216. UniformsLib.displacementmap,
  9217. UniformsLib.gradientmap,
  9218. UniformsLib.fog,
  9219. UniformsLib.lights,
  9220. {
  9221. emissive: { value: new Color( 0x000000 ) }
  9222. }
  9223. ] ),
  9224. vertexShader: ShaderChunk.meshtoon_vert,
  9225. fragmentShader: ShaderChunk.meshtoon_frag
  9226. },
  9227. matcap: {
  9228. uniforms: mergeUniforms( [
  9229. UniformsLib.common,
  9230. UniformsLib.bumpmap,
  9231. UniformsLib.normalmap,
  9232. UniformsLib.displacementmap,
  9233. UniformsLib.fog,
  9234. {
  9235. matcap: { value: null }
  9236. }
  9237. ] ),
  9238. vertexShader: ShaderChunk.meshmatcap_vert,
  9239. fragmentShader: ShaderChunk.meshmatcap_frag
  9240. },
  9241. points: {
  9242. uniforms: mergeUniforms( [
  9243. UniformsLib.points,
  9244. UniformsLib.fog
  9245. ] ),
  9246. vertexShader: ShaderChunk.points_vert,
  9247. fragmentShader: ShaderChunk.points_frag
  9248. },
  9249. dashed: {
  9250. uniforms: mergeUniforms( [
  9251. UniformsLib.common,
  9252. UniformsLib.fog,
  9253. {
  9254. scale: { value: 1 },
  9255. dashSize: { value: 1 },
  9256. totalSize: { value: 2 }
  9257. }
  9258. ] ),
  9259. vertexShader: ShaderChunk.linedashed_vert,
  9260. fragmentShader: ShaderChunk.linedashed_frag
  9261. },
  9262. depth: {
  9263. uniforms: mergeUniforms( [
  9264. UniformsLib.common,
  9265. UniformsLib.displacementmap
  9266. ] ),
  9267. vertexShader: ShaderChunk.depth_vert,
  9268. fragmentShader: ShaderChunk.depth_frag
  9269. },
  9270. normal: {
  9271. uniforms: mergeUniforms( [
  9272. UniformsLib.common,
  9273. UniformsLib.bumpmap,
  9274. UniformsLib.normalmap,
  9275. UniformsLib.displacementmap,
  9276. {
  9277. opacity: { value: 1.0 }
  9278. }
  9279. ] ),
  9280. vertexShader: ShaderChunk.normal_vert,
  9281. fragmentShader: ShaderChunk.normal_frag
  9282. },
  9283. sprite: {
  9284. uniforms: mergeUniforms( [
  9285. UniformsLib.sprite,
  9286. UniformsLib.fog
  9287. ] ),
  9288. vertexShader: ShaderChunk.sprite_vert,
  9289. fragmentShader: ShaderChunk.sprite_frag
  9290. },
  9291. background: {
  9292. uniforms: {
  9293. uvTransform: { value: new Matrix3() },
  9294. t2D: { value: null },
  9295. },
  9296. vertexShader: ShaderChunk.background_vert,
  9297. fragmentShader: ShaderChunk.background_frag
  9298. },
  9299. /* -------------------------------------------------------------------------
  9300. // Cube map shader
  9301. ------------------------------------------------------------------------- */
  9302. cube: {
  9303. uniforms: mergeUniforms( [
  9304. UniformsLib.envmap,
  9305. {
  9306. opacity: { value: 1.0 }
  9307. }
  9308. ] ),
  9309. vertexShader: ShaderChunk.cube_vert,
  9310. fragmentShader: ShaderChunk.cube_frag
  9311. },
  9312. equirect: {
  9313. uniforms: {
  9314. tEquirect: { value: null },
  9315. },
  9316. vertexShader: ShaderChunk.equirect_vert,
  9317. fragmentShader: ShaderChunk.equirect_frag
  9318. },
  9319. distanceRGBA: {
  9320. uniforms: mergeUniforms( [
  9321. UniformsLib.common,
  9322. UniformsLib.displacementmap,
  9323. {
  9324. referencePosition: { value: new Vector3() },
  9325. nearDistance: { value: 1 },
  9326. farDistance: { value: 1000 }
  9327. }
  9328. ] ),
  9329. vertexShader: ShaderChunk.distanceRGBA_vert,
  9330. fragmentShader: ShaderChunk.distanceRGBA_frag
  9331. },
  9332. shadow: {
  9333. uniforms: mergeUniforms( [
  9334. UniformsLib.lights,
  9335. UniformsLib.fog,
  9336. {
  9337. color: { value: new Color( 0x00000 ) },
  9338. opacity: { value: 1.0 }
  9339. } ] ),
  9340. vertexShader: ShaderChunk.shadow_vert,
  9341. fragmentShader: ShaderChunk.shadow_frag
  9342. }
  9343. };
  9344. ShaderLib.physical = {
  9345. uniforms: mergeUniforms( [
  9346. ShaderLib.standard.uniforms,
  9347. {
  9348. clearcoat: { value: 0 },
  9349. clearcoatMap: { value: null },
  9350. clearcoatRoughness: { value: 0 },
  9351. clearcoatRoughnessMap: { value: null },
  9352. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9353. clearcoatNormalMap: { value: null },
  9354. sheen: { value: new Color( 0x000000 ) },
  9355. transmission: { value: 0 },
  9356. transmissionMap: { value: null },
  9357. }
  9358. ] ),
  9359. vertexShader: ShaderChunk.meshphysical_vert,
  9360. fragmentShader: ShaderChunk.meshphysical_frag
  9361. };
  9362. /**
  9363. * @author mrdoob / http://mrdoob.com/
  9364. */
  9365. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9366. var clearColor = new Color( 0x000000 );
  9367. var clearAlpha = 0;
  9368. var planeMesh;
  9369. var boxMesh;
  9370. var currentBackground = null;
  9371. var currentBackgroundVersion = 0;
  9372. var currentTonemapping = null;
  9373. function render( renderList, scene, camera, forceClear ) {
  9374. var background = scene.isScene === true ? scene.background : null;
  9375. // Ignore background in AR
  9376. // TODO: Reconsider this.
  9377. var xr = renderer.xr;
  9378. var session = xr.getSession && xr.getSession();
  9379. if ( session && session.environmentBlendMode === 'additive' ) {
  9380. background = null;
  9381. }
  9382. if ( background === null ) {
  9383. setClear( clearColor, clearAlpha );
  9384. } else if ( background && background.isColor ) {
  9385. setClear( background, 1 );
  9386. forceClear = true;
  9387. }
  9388. if ( renderer.autoClear || forceClear ) {
  9389. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9390. }
  9391. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9392. if ( boxMesh === undefined ) {
  9393. boxMesh = new Mesh(
  9394. new BoxBufferGeometry( 1, 1, 1 ),
  9395. new ShaderMaterial( {
  9396. name: 'BackgroundCubeMaterial',
  9397. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9398. vertexShader: ShaderLib.cube.vertexShader,
  9399. fragmentShader: ShaderLib.cube.fragmentShader,
  9400. side: BackSide,
  9401. depthTest: false,
  9402. depthWrite: false,
  9403. fog: false
  9404. } )
  9405. );
  9406. boxMesh.geometry.deleteAttribute( 'normal' );
  9407. boxMesh.geometry.deleteAttribute( 'uv' );
  9408. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9409. this.matrixWorld.copyPosition( camera.matrixWorld );
  9410. };
  9411. // enable code injection for non-built-in material
  9412. Object.defineProperty( boxMesh.material, 'envMap', {
  9413. get: function () {
  9414. return this.uniforms.envMap.value;
  9415. }
  9416. } );
  9417. objects.update( boxMesh );
  9418. }
  9419. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9420. boxMesh.material.uniforms.envMap.value = texture;
  9421. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9422. if ( currentBackground !== background ||
  9423. currentBackgroundVersion !== texture.version ||
  9424. currentTonemapping !== renderer.toneMapping ) {
  9425. boxMesh.material.needsUpdate = true;
  9426. currentBackground = background;
  9427. currentBackgroundVersion = texture.version;
  9428. currentTonemapping = renderer.toneMapping;
  9429. }
  9430. // push to the pre-sorted opaque render list
  9431. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9432. } else if ( background && background.isTexture ) {
  9433. if ( planeMesh === undefined ) {
  9434. planeMesh = new Mesh(
  9435. new PlaneBufferGeometry( 2, 2 ),
  9436. new ShaderMaterial( {
  9437. name: 'BackgroundMaterial',
  9438. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9439. vertexShader: ShaderLib.background.vertexShader,
  9440. fragmentShader: ShaderLib.background.fragmentShader,
  9441. side: FrontSide,
  9442. depthTest: false,
  9443. depthWrite: false,
  9444. fog: false
  9445. } )
  9446. );
  9447. planeMesh.geometry.deleteAttribute( 'normal' );
  9448. // enable code injection for non-built-in material
  9449. Object.defineProperty( planeMesh.material, 'map', {
  9450. get: function () {
  9451. return this.uniforms.t2D.value;
  9452. }
  9453. } );
  9454. objects.update( planeMesh );
  9455. }
  9456. planeMesh.material.uniforms.t2D.value = background;
  9457. if ( background.matrixAutoUpdate === true ) {
  9458. background.updateMatrix();
  9459. }
  9460. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9461. if ( currentBackground !== background ||
  9462. currentBackgroundVersion !== background.version ||
  9463. currentTonemapping !== renderer.toneMapping ) {
  9464. planeMesh.material.needsUpdate = true;
  9465. currentBackground = background;
  9466. currentBackgroundVersion = background.version;
  9467. currentTonemapping = renderer.toneMapping;
  9468. }
  9469. // push to the pre-sorted opaque render list
  9470. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9471. }
  9472. }
  9473. function setClear( color, alpha ) {
  9474. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9475. }
  9476. return {
  9477. getClearColor: function () {
  9478. return clearColor;
  9479. },
  9480. setClearColor: function ( color, alpha ) {
  9481. clearColor.set( color );
  9482. clearAlpha = alpha !== undefined ? alpha : 1;
  9483. setClear( clearColor, clearAlpha );
  9484. },
  9485. getClearAlpha: function () {
  9486. return clearAlpha;
  9487. },
  9488. setClearAlpha: function ( alpha ) {
  9489. clearAlpha = alpha;
  9490. setClear( clearColor, clearAlpha );
  9491. },
  9492. render: render
  9493. };
  9494. }
  9495. /**
  9496. * @author Mugen87 / https://github.com/Mugen87
  9497. * @author Takahiro / https://github.com/takahirox
  9498. */
  9499. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9500. var maxVertexAttributes = gl.getParameter( 34921 );
  9501. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9502. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9503. var bindingStates = {};
  9504. var defaultState = createBindingState( null );
  9505. var currentState = defaultState;
  9506. function setup( object, material, program, geometry, index ) {
  9507. var updateBuffers = false;
  9508. if ( vaoAvailable ) {
  9509. var state = getBindingState( geometry, program, material );
  9510. if ( currentState !== state ) {
  9511. currentState = state;
  9512. bindVertexArrayObject( currentState.object );
  9513. }
  9514. updateBuffers = needsUpdate( geometry );
  9515. if ( updateBuffers ) { saveCache( geometry ); }
  9516. } else {
  9517. var wireframe = ( material.wireframe === true );
  9518. if ( currentState.geometry !== geometry.id ||
  9519. currentState.program !== program.id ||
  9520. currentState.wireframe !== wireframe ) {
  9521. currentState.geometry = geometry.id;
  9522. currentState.program = program.id;
  9523. currentState.wireframe = wireframe;
  9524. updateBuffers = true;
  9525. }
  9526. }
  9527. if ( object.isInstancedMesh === true ) {
  9528. updateBuffers = true;
  9529. }
  9530. if ( index !== null ) {
  9531. attributes.update( index, 34963 );
  9532. }
  9533. if ( updateBuffers ) {
  9534. setupVertexAttributes( object, material, program, geometry );
  9535. if ( index !== null ) {
  9536. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9537. }
  9538. }
  9539. }
  9540. function createVertexArrayObject() {
  9541. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9542. return extension.createVertexArrayOES();
  9543. }
  9544. function bindVertexArrayObject( vao ) {
  9545. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9546. return extension.bindVertexArrayOES( vao );
  9547. }
  9548. function deleteVertexArrayObject( vao ) {
  9549. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9550. return extension.deleteVertexArrayOES( vao );
  9551. }
  9552. function getBindingState( geometry, program, material ) {
  9553. var wireframe = ( material.wireframe === true );
  9554. var programMap = bindingStates[ geometry.id ];
  9555. if ( programMap === undefined ) {
  9556. programMap = {};
  9557. bindingStates[ geometry.id ] = programMap;
  9558. }
  9559. var stateMap = programMap[ program.id ];
  9560. if ( stateMap === undefined ) {
  9561. stateMap = {};
  9562. programMap[ program.id ] = stateMap;
  9563. }
  9564. var state = stateMap[ wireframe ];
  9565. if ( state === undefined ) {
  9566. state = createBindingState( createVertexArrayObject() );
  9567. stateMap[ wireframe ] = state;
  9568. }
  9569. return state;
  9570. }
  9571. function createBindingState( vao ) {
  9572. var newAttributes = [];
  9573. var enabledAttributes = [];
  9574. var attributeDivisors = [];
  9575. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9576. newAttributes[ i ] = 0;
  9577. enabledAttributes[ i ] = 0;
  9578. attributeDivisors[ i ] = 0;
  9579. }
  9580. return {
  9581. // for backward compatibility on non-VAO support browser
  9582. geometry: null,
  9583. program: null,
  9584. wireframe: false,
  9585. newAttributes: newAttributes,
  9586. enabledAttributes: enabledAttributes,
  9587. attributeDivisors: attributeDivisors,
  9588. object: vao,
  9589. attributes: {}
  9590. };
  9591. }
  9592. function needsUpdate( geometry ) {
  9593. var cachedAttributes = currentState.attributes;
  9594. var geometryAttributes = geometry.attributes;
  9595. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9596. for ( var key in geometryAttributes ) {
  9597. var cachedAttribute = cachedAttributes[ key ];
  9598. var geometryAttribute = geometryAttributes[ key ];
  9599. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9600. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9601. }
  9602. return false;
  9603. }
  9604. function saveCache( geometry ) {
  9605. var cache = {};
  9606. var attributes = geometry.attributes;
  9607. for ( var key in attributes ) {
  9608. var attribute = attributes[ key ];
  9609. var data = {};
  9610. data.attribute = attribute;
  9611. if ( attribute.data ) {
  9612. data.data = attribute.data;
  9613. }
  9614. cache[ key ] = data;
  9615. }
  9616. currentState.attributes = cache;
  9617. }
  9618. function initAttributes() {
  9619. var newAttributes = currentState.newAttributes;
  9620. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9621. newAttributes[ i ] = 0;
  9622. }
  9623. }
  9624. function enableAttribute( attribute ) {
  9625. enableAttributeAndDivisor( attribute, 0 );
  9626. }
  9627. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9628. var newAttributes = currentState.newAttributes;
  9629. var enabledAttributes = currentState.enabledAttributes;
  9630. var attributeDivisors = currentState.attributeDivisors;
  9631. newAttributes[ attribute ] = 1;
  9632. if ( enabledAttributes[ attribute ] === 0 ) {
  9633. gl.enableVertexAttribArray( attribute );
  9634. enabledAttributes[ attribute ] = 1;
  9635. }
  9636. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9637. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9638. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9639. attributeDivisors[ attribute ] = meshPerAttribute;
  9640. }
  9641. }
  9642. function disableUnusedAttributes() {
  9643. var newAttributes = currentState.newAttributes;
  9644. var enabledAttributes = currentState.enabledAttributes;
  9645. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9646. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9647. gl.disableVertexAttribArray( i );
  9648. enabledAttributes[ i ] = 0;
  9649. }
  9650. }
  9651. }
  9652. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9653. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9654. gl.vertexAttribIPointer( index, size, type, stride, offset );
  9655. } else {
  9656. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9657. }
  9658. }
  9659. function setupVertexAttributes( object, material, program, geometry ) {
  9660. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9661. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9662. }
  9663. initAttributes();
  9664. var geometryAttributes = geometry.attributes;
  9665. var programAttributes = program.getAttributes();
  9666. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9667. for ( var name in programAttributes ) {
  9668. var programAttribute = programAttributes[ name ];
  9669. if ( programAttribute >= 0 ) {
  9670. var geometryAttribute = geometryAttributes[ name ];
  9671. if ( geometryAttribute !== undefined ) {
  9672. var normalized = geometryAttribute.normalized;
  9673. var size = geometryAttribute.itemSize;
  9674. var attribute = attributes.get( geometryAttribute );
  9675. // TODO Attribute may not be available on context restore
  9676. if ( attribute === undefined ) { continue; }
  9677. var buffer = attribute.buffer;
  9678. var type = attribute.type;
  9679. var bytesPerElement = attribute.bytesPerElement;
  9680. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9681. var data = geometryAttribute.data;
  9682. var stride = data.stride;
  9683. var offset = geometryAttribute.offset;
  9684. if ( data && data.isInstancedInterleavedBuffer ) {
  9685. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9686. if ( geometry._maxInstanceCount === undefined ) {
  9687. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9688. }
  9689. } else {
  9690. enableAttribute( programAttribute );
  9691. }
  9692. gl.bindBuffer( 34962, buffer );
  9693. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9694. } else {
  9695. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9696. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9697. if ( geometry._maxInstanceCount === undefined ) {
  9698. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9699. }
  9700. } else {
  9701. enableAttribute( programAttribute );
  9702. }
  9703. gl.bindBuffer( 34962, buffer );
  9704. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9705. }
  9706. } else if ( name === 'instanceMatrix' ) {
  9707. var attribute$1 = attributes.get( object.instanceMatrix );
  9708. // TODO Attribute may not be available on context restore
  9709. if ( attribute$1 === undefined ) { continue; }
  9710. var buffer$1 = attribute$1.buffer;
  9711. var type$1 = attribute$1.type;
  9712. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9713. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9714. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9715. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9716. gl.bindBuffer( 34962, buffer$1 );
  9717. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9718. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9719. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9720. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9721. } else if ( materialDefaultAttributeValues !== undefined ) {
  9722. var value = materialDefaultAttributeValues[ name ];
  9723. if ( value !== undefined ) {
  9724. switch ( value.length ) {
  9725. case 2:
  9726. gl.vertexAttrib2fv( programAttribute, value );
  9727. break;
  9728. case 3:
  9729. gl.vertexAttrib3fv( programAttribute, value );
  9730. break;
  9731. case 4:
  9732. gl.vertexAttrib4fv( programAttribute, value );
  9733. break;
  9734. default:
  9735. gl.vertexAttrib1fv( programAttribute, value );
  9736. }
  9737. }
  9738. }
  9739. }
  9740. }
  9741. disableUnusedAttributes();
  9742. }
  9743. function dispose() {
  9744. reset();
  9745. for ( var geometryId in bindingStates ) {
  9746. var programMap = bindingStates[ geometryId ];
  9747. for ( var programId in programMap ) {
  9748. var stateMap = programMap[ programId ];
  9749. for ( var wireframe in stateMap ) {
  9750. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9751. delete stateMap[ wireframe ];
  9752. }
  9753. delete programMap[ programId ];
  9754. }
  9755. delete bindingStates[ geometryId ];
  9756. }
  9757. }
  9758. function releaseStatesOfGeometry( geometry ) {
  9759. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9760. var programMap = bindingStates[ geometry.id ];
  9761. for ( var programId in programMap ) {
  9762. var stateMap = programMap[ programId ];
  9763. for ( var wireframe in stateMap ) {
  9764. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9765. delete stateMap[ wireframe ];
  9766. }
  9767. delete programMap[ programId ];
  9768. }
  9769. delete bindingStates[ geometry.id ];
  9770. }
  9771. function releaseStatesOfProgram( program ) {
  9772. for ( var geometryId in bindingStates ) {
  9773. var programMap = bindingStates[ geometryId ];
  9774. if ( programMap[ program.id ] === undefined ) { continue; }
  9775. var stateMap = programMap[ program.id ];
  9776. for ( var wireframe in stateMap ) {
  9777. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9778. delete stateMap[ wireframe ];
  9779. }
  9780. delete programMap[ program.id ];
  9781. }
  9782. }
  9783. function reset() {
  9784. resetDefaultState();
  9785. if ( currentState === defaultState ) { return; }
  9786. currentState = defaultState;
  9787. bindVertexArrayObject( currentState.object );
  9788. }
  9789. // for backward-compatilibity
  9790. function resetDefaultState() {
  9791. defaultState.geometry = null;
  9792. defaultState.program = null;
  9793. defaultState.wireframe = false;
  9794. }
  9795. return {
  9796. setup: setup,
  9797. reset: reset,
  9798. resetDefaultState: resetDefaultState,
  9799. dispose: dispose,
  9800. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9801. releaseStatesOfProgram: releaseStatesOfProgram,
  9802. initAttributes: initAttributes,
  9803. enableAttribute: enableAttribute,
  9804. disableUnusedAttributes: disableUnusedAttributes
  9805. };
  9806. }
  9807. /**
  9808. * @author mrdoob / http://mrdoob.com/
  9809. */
  9810. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9811. var isWebGL2 = capabilities.isWebGL2;
  9812. var mode;
  9813. function setMode( value ) {
  9814. mode = value;
  9815. }
  9816. function render( start, count ) {
  9817. gl.drawArrays( mode, start, count );
  9818. info.update( count, mode, 1 );
  9819. }
  9820. function renderInstances( start, count, primcount ) {
  9821. if ( primcount === 0 ) { return; }
  9822. var extension, methodName;
  9823. if ( isWebGL2 ) {
  9824. extension = gl;
  9825. methodName = 'drawArraysInstanced';
  9826. } else {
  9827. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9828. methodName = 'drawArraysInstancedANGLE';
  9829. if ( extension === null ) {
  9830. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9831. return;
  9832. }
  9833. }
  9834. extension[ methodName ]( mode, start, count, primcount );
  9835. info.update( count, mode, primcount );
  9836. }
  9837. //
  9838. this.setMode = setMode;
  9839. this.render = render;
  9840. this.renderInstances = renderInstances;
  9841. }
  9842. /**
  9843. * @author mrdoob / http://mrdoob.com/
  9844. */
  9845. function WebGLCapabilities( gl, extensions, parameters ) {
  9846. var maxAnisotropy;
  9847. function getMaxAnisotropy() {
  9848. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9849. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9850. if ( extension !== null ) {
  9851. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9852. } else {
  9853. maxAnisotropy = 0;
  9854. }
  9855. return maxAnisotropy;
  9856. }
  9857. function getMaxPrecision( precision ) {
  9858. if ( precision === 'highp' ) {
  9859. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9860. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9861. return 'highp';
  9862. }
  9863. precision = 'mediump';
  9864. }
  9865. if ( precision === 'mediump' ) {
  9866. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9867. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9868. return 'mediump';
  9869. }
  9870. }
  9871. return 'lowp';
  9872. }
  9873. /* eslint-disable no-undef */
  9874. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9875. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9876. /* eslint-enable no-undef */
  9877. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9878. var maxPrecision = getMaxPrecision( precision );
  9879. if ( maxPrecision !== precision ) {
  9880. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9881. precision = maxPrecision;
  9882. }
  9883. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9884. var maxTextures = gl.getParameter( 34930 );
  9885. var maxVertexTextures = gl.getParameter( 35660 );
  9886. var maxTextureSize = gl.getParameter( 3379 );
  9887. var maxCubemapSize = gl.getParameter( 34076 );
  9888. var maxAttributes = gl.getParameter( 34921 );
  9889. var maxVertexUniforms = gl.getParameter( 36347 );
  9890. var maxVaryings = gl.getParameter( 36348 );
  9891. var maxFragmentUniforms = gl.getParameter( 36349 );
  9892. var vertexTextures = maxVertexTextures > 0;
  9893. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9894. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9895. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9896. return {
  9897. isWebGL2: isWebGL2,
  9898. getMaxAnisotropy: getMaxAnisotropy,
  9899. getMaxPrecision: getMaxPrecision,
  9900. precision: precision,
  9901. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9902. maxTextures: maxTextures,
  9903. maxVertexTextures: maxVertexTextures,
  9904. maxTextureSize: maxTextureSize,
  9905. maxCubemapSize: maxCubemapSize,
  9906. maxAttributes: maxAttributes,
  9907. maxVertexUniforms: maxVertexUniforms,
  9908. maxVaryings: maxVaryings,
  9909. maxFragmentUniforms: maxFragmentUniforms,
  9910. vertexTextures: vertexTextures,
  9911. floatFragmentTextures: floatFragmentTextures,
  9912. floatVertexTextures: floatVertexTextures,
  9913. maxSamples: maxSamples
  9914. };
  9915. }
  9916. /**
  9917. * @author tschw
  9918. */
  9919. function WebGLClipping() {
  9920. var scope = this;
  9921. var globalState = null,
  9922. numGlobalPlanes = 0,
  9923. localClippingEnabled = false,
  9924. renderingShadows = false;
  9925. var plane = new Plane(),
  9926. viewNormalMatrix = new Matrix3(),
  9927. uniform = { value: null, needsUpdate: false };
  9928. this.uniform = uniform;
  9929. this.numPlanes = 0;
  9930. this.numIntersection = 0;
  9931. this.init = function ( planes, enableLocalClipping, camera ) {
  9932. var enabled =
  9933. planes.length !== 0 ||
  9934. enableLocalClipping ||
  9935. // enable state of previous frame - the clipping code has to
  9936. // run another frame in order to reset the state:
  9937. numGlobalPlanes !== 0 ||
  9938. localClippingEnabled;
  9939. localClippingEnabled = enableLocalClipping;
  9940. globalState = projectPlanes( planes, camera, 0 );
  9941. numGlobalPlanes = planes.length;
  9942. return enabled;
  9943. };
  9944. this.beginShadows = function () {
  9945. renderingShadows = true;
  9946. projectPlanes( null );
  9947. };
  9948. this.endShadows = function () {
  9949. renderingShadows = false;
  9950. resetGlobalState();
  9951. };
  9952. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9953. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9954. // there's no local clipping
  9955. if ( renderingShadows ) {
  9956. // there's no global clipping
  9957. projectPlanes( null );
  9958. } else {
  9959. resetGlobalState();
  9960. }
  9961. } else {
  9962. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9963. lGlobal = nGlobal * 4;
  9964. var dstArray = cache.clippingState || null;
  9965. uniform.value = dstArray; // ensure unique state
  9966. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9967. for ( var i = 0; i !== lGlobal; ++ i ) {
  9968. dstArray[ i ] = globalState[ i ];
  9969. }
  9970. cache.clippingState = dstArray;
  9971. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9972. this.numPlanes += nGlobal;
  9973. }
  9974. };
  9975. function resetGlobalState() {
  9976. if ( uniform.value !== globalState ) {
  9977. uniform.value = globalState;
  9978. uniform.needsUpdate = numGlobalPlanes > 0;
  9979. }
  9980. scope.numPlanes = numGlobalPlanes;
  9981. scope.numIntersection = 0;
  9982. }
  9983. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9984. var nPlanes = planes !== null ? planes.length : 0,
  9985. dstArray = null;
  9986. if ( nPlanes !== 0 ) {
  9987. dstArray = uniform.value;
  9988. if ( skipTransform !== true || dstArray === null ) {
  9989. var flatSize = dstOffset + nPlanes * 4,
  9990. viewMatrix = camera.matrixWorldInverse;
  9991. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9992. if ( dstArray === null || dstArray.length < flatSize ) {
  9993. dstArray = new Float32Array( flatSize );
  9994. }
  9995. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9996. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9997. plane.normal.toArray( dstArray, i4 );
  9998. dstArray[ i4 + 3 ] = plane.constant;
  9999. }
  10000. }
  10001. uniform.value = dstArray;
  10002. uniform.needsUpdate = true;
  10003. }
  10004. scope.numPlanes = nPlanes;
  10005. scope.numIntersection = 0;
  10006. return dstArray;
  10007. }
  10008. }
  10009. /**
  10010. * @author mrdoob / http://mrdoob.com/
  10011. */
  10012. function WebGLExtensions( gl ) {
  10013. var extensions = {};
  10014. return {
  10015. has: function ( name ) {
  10016. if ( extensions[ name ] !== undefined ) {
  10017. return extensions[ name ];
  10018. }
  10019. var extension;
  10020. switch ( name ) {
  10021. case 'WEBGL_depth_texture':
  10022. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  10023. break;
  10024. case 'EXT_texture_filter_anisotropic':
  10025. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  10026. break;
  10027. case 'WEBGL_compressed_texture_s3tc':
  10028. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  10029. break;
  10030. case 'WEBGL_compressed_texture_pvrtc':
  10031. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  10032. break;
  10033. default:
  10034. extension = gl.getExtension( name );
  10035. }
  10036. extensions[ name ] = extension;
  10037. return !! extension;
  10038. },
  10039. get: function ( name ) {
  10040. if ( ! this.has( name ) ) {
  10041. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  10042. }
  10043. return extensions[ name ];
  10044. }
  10045. };
  10046. }
  10047. /**
  10048. * @author mrdoob / http://mrdoob.com/
  10049. */
  10050. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  10051. var geometries = new WeakMap();
  10052. var wireframeAttributes = new WeakMap();
  10053. function onGeometryDispose( event ) {
  10054. var geometry = event.target;
  10055. var buffergeometry = geometries.get( geometry );
  10056. if ( buffergeometry.index !== null ) {
  10057. attributes.remove( buffergeometry.index );
  10058. }
  10059. for ( var name in buffergeometry.attributes ) {
  10060. attributes.remove( buffergeometry.attributes[ name ] );
  10061. }
  10062. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10063. geometries.delete( geometry );
  10064. var attribute = wireframeAttributes.get( buffergeometry );
  10065. if ( attribute ) {
  10066. attributes.remove( attribute );
  10067. wireframeAttributes.delete( buffergeometry );
  10068. }
  10069. bindingStates.releaseStatesOfGeometry( geometry );
  10070. if ( geometry.isInstancedBufferGeometry === true ) {
  10071. delete geometry._maxInstanceCount;
  10072. }
  10073. //
  10074. info.memory.geometries --;
  10075. }
  10076. function get( object, geometry ) {
  10077. var buffergeometry = geometries.get( geometry );
  10078. if ( buffergeometry ) { return buffergeometry; }
  10079. geometry.addEventListener( 'dispose', onGeometryDispose );
  10080. if ( geometry.isBufferGeometry ) {
  10081. buffergeometry = geometry;
  10082. } else if ( geometry.isGeometry ) {
  10083. if ( geometry._bufferGeometry === undefined ) {
  10084. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  10085. }
  10086. buffergeometry = geometry._bufferGeometry;
  10087. }
  10088. geometries.set( geometry, buffergeometry );
  10089. info.memory.geometries ++;
  10090. return buffergeometry;
  10091. }
  10092. function update( geometry ) {
  10093. var geometryAttributes = geometry.attributes;
  10094. // Updating index buffer in VAO now. See WebGLBindingStates.
  10095. for ( var name in geometryAttributes ) {
  10096. attributes.update( geometryAttributes[ name ], 34962 );
  10097. }
  10098. // morph targets
  10099. var morphAttributes = geometry.morphAttributes;
  10100. for ( var name$1 in morphAttributes ) {
  10101. var array = morphAttributes[ name$1 ];
  10102. for ( var i = 0, l = array.length; i < l; i ++ ) {
  10103. attributes.update( array[ i ], 34962 );
  10104. }
  10105. }
  10106. }
  10107. function updateWireframeAttribute( geometry ) {
  10108. var indices = [];
  10109. var geometryIndex = geometry.index;
  10110. var geometryPosition = geometry.attributes.position;
  10111. var version = 0;
  10112. if ( geometryIndex !== null ) {
  10113. var array = geometryIndex.array;
  10114. version = geometryIndex.version;
  10115. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  10116. var a = array[ i + 0 ];
  10117. var b = array[ i + 1 ];
  10118. var c = array[ i + 2 ];
  10119. indices.push( a, b, b, c, c, a );
  10120. }
  10121. } else {
  10122. var array$1 = geometryPosition.array;
  10123. version = geometryPosition.version;
  10124. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  10125. var a$1 = i$1 + 0;
  10126. var b$1 = i$1 + 1;
  10127. var c$1 = i$1 + 2;
  10128. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  10129. }
  10130. }
  10131. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  10132. attribute.version = version;
  10133. // Updating index buffer in VAO now. See WebGLBindingStates
  10134. //
  10135. var previousAttribute = wireframeAttributes.get( geometry );
  10136. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  10137. //
  10138. wireframeAttributes.set( geometry, attribute );
  10139. }
  10140. function getWireframeAttribute( geometry ) {
  10141. var currentAttribute = wireframeAttributes.get( geometry );
  10142. if ( currentAttribute ) {
  10143. var geometryIndex = geometry.index;
  10144. if ( geometryIndex !== null ) {
  10145. // if the attribute is obsolete, create a new one
  10146. if ( currentAttribute.version < geometryIndex.version ) {
  10147. updateWireframeAttribute( geometry );
  10148. }
  10149. }
  10150. } else {
  10151. updateWireframeAttribute( geometry );
  10152. }
  10153. return wireframeAttributes.get( geometry );
  10154. }
  10155. return {
  10156. get: get,
  10157. update: update,
  10158. getWireframeAttribute: getWireframeAttribute
  10159. };
  10160. }
  10161. /**
  10162. * @author mrdoob / http://mrdoob.com/
  10163. */
  10164. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  10165. var isWebGL2 = capabilities.isWebGL2;
  10166. var mode;
  10167. function setMode( value ) {
  10168. mode = value;
  10169. }
  10170. var type, bytesPerElement;
  10171. function setIndex( value ) {
  10172. type = value.type;
  10173. bytesPerElement = value.bytesPerElement;
  10174. }
  10175. function render( start, count ) {
  10176. gl.drawElements( mode, count, type, start * bytesPerElement );
  10177. info.update( count, mode, 1 );
  10178. }
  10179. function renderInstances( start, count, primcount ) {
  10180. if ( primcount === 0 ) { return; }
  10181. var extension, methodName;
  10182. if ( isWebGL2 ) {
  10183. extension = gl;
  10184. methodName = 'drawElementsInstanced';
  10185. } else {
  10186. extension = extensions.get( 'ANGLE_instanced_arrays' );
  10187. methodName = 'drawElementsInstancedANGLE';
  10188. if ( extension === null ) {
  10189. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  10190. return;
  10191. }
  10192. }
  10193. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  10194. info.update( count, mode, primcount );
  10195. }
  10196. //
  10197. this.setMode = setMode;
  10198. this.setIndex = setIndex;
  10199. this.render = render;
  10200. this.renderInstances = renderInstances;
  10201. }
  10202. /**
  10203. * @author Mugen87 / https://github.com/Mugen87
  10204. */
  10205. function WebGLInfo( gl ) {
  10206. var memory = {
  10207. geometries: 0,
  10208. textures: 0
  10209. };
  10210. var render = {
  10211. frame: 0,
  10212. calls: 0,
  10213. triangles: 0,
  10214. points: 0,
  10215. lines: 0
  10216. };
  10217. function update( count, mode, instanceCount ) {
  10218. render.calls ++;
  10219. switch ( mode ) {
  10220. case 4:
  10221. render.triangles += instanceCount * ( count / 3 );
  10222. break;
  10223. case 1:
  10224. render.lines += instanceCount * ( count / 2 );
  10225. break;
  10226. case 3:
  10227. render.lines += instanceCount * ( count - 1 );
  10228. break;
  10229. case 2:
  10230. render.lines += instanceCount * count;
  10231. break;
  10232. case 0:
  10233. render.points += instanceCount * count;
  10234. break;
  10235. default:
  10236. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10237. break;
  10238. }
  10239. }
  10240. function reset() {
  10241. render.frame ++;
  10242. render.calls = 0;
  10243. render.triangles = 0;
  10244. render.points = 0;
  10245. render.lines = 0;
  10246. }
  10247. return {
  10248. memory: memory,
  10249. render: render,
  10250. programs: null,
  10251. autoReset: true,
  10252. reset: reset,
  10253. update: update
  10254. };
  10255. }
  10256. /**
  10257. * @author mrdoob / http://mrdoob.com/
  10258. */
  10259. function numericalSort( a, b ) {
  10260. return a[ 0 ] - b[ 0 ];
  10261. }
  10262. function absNumericalSort( a, b ) {
  10263. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10264. }
  10265. function WebGLMorphtargets( gl ) {
  10266. var influencesList = {};
  10267. var morphInfluences = new Float32Array( 8 );
  10268. var workInfluences = [];
  10269. for ( var i = 0; i < 8; i ++ ) {
  10270. workInfluences[ i ] = [ i, 0 ];
  10271. }
  10272. function update( object, geometry, material, program ) {
  10273. var objectInfluences = object.morphTargetInfluences;
  10274. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10275. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10276. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10277. var influences = influencesList[ geometry.id ];
  10278. if ( influences === undefined ) {
  10279. // initialise list
  10280. influences = [];
  10281. for ( var i = 0; i < length; i ++ ) {
  10282. influences[ i ] = [ i, 0 ];
  10283. }
  10284. influencesList[ geometry.id ] = influences;
  10285. }
  10286. // Collect influences
  10287. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10288. var influence = influences[ i$1 ];
  10289. influence[ 0 ] = i$1;
  10290. influence[ 1 ] = objectInfluences[ i$1 ];
  10291. }
  10292. influences.sort( absNumericalSort );
  10293. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10294. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10295. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10296. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10297. } else {
  10298. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10299. workInfluences[ i$2 ][ 1 ] = 0;
  10300. }
  10301. }
  10302. workInfluences.sort( numericalSort );
  10303. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10304. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10305. var morphInfluencesSum = 0;
  10306. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10307. var influence$1 = workInfluences[ i$3 ];
  10308. var index = influence$1[ 0 ];
  10309. var value = influence$1[ 1 ];
  10310. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10311. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10312. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10313. }
  10314. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10315. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10316. }
  10317. morphInfluences[ i$3 ] = value;
  10318. morphInfluencesSum += value;
  10319. } else {
  10320. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10321. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10322. }
  10323. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10324. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10325. }
  10326. morphInfluences[ i$3 ] = 0;
  10327. }
  10328. }
  10329. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10330. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10331. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10332. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10333. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10334. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10335. }
  10336. return {
  10337. update: update
  10338. };
  10339. }
  10340. /**
  10341. * @author mrdoob / http://mrdoob.com/
  10342. */
  10343. function WebGLObjects( gl, geometries, attributes, info ) {
  10344. var updateMap = new WeakMap();
  10345. function update( object ) {
  10346. var frame = info.render.frame;
  10347. var geometry = object.geometry;
  10348. var buffergeometry = geometries.get( object, geometry );
  10349. // Update once per frame
  10350. if ( updateMap.get( buffergeometry ) !== frame ) {
  10351. if ( geometry.isGeometry ) {
  10352. buffergeometry.updateFromObject( object );
  10353. }
  10354. geometries.update( buffergeometry );
  10355. updateMap.set( buffergeometry, frame );
  10356. }
  10357. if ( object.isInstancedMesh ) {
  10358. attributes.update( object.instanceMatrix, 34962 );
  10359. }
  10360. return buffergeometry;
  10361. }
  10362. function dispose() {
  10363. updateMap = new WeakMap();
  10364. }
  10365. return {
  10366. update: update,
  10367. dispose: dispose
  10368. };
  10369. }
  10370. /**
  10371. * @author mrdoob / http://mrdoob.com/
  10372. */
  10373. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10374. images = images !== undefined ? images : [];
  10375. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10376. format = format !== undefined ? format : RGBFormat;
  10377. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10378. this.flipY = false;
  10379. }
  10380. CubeTexture.prototype = Object.create( Texture.prototype );
  10381. CubeTexture.prototype.constructor = CubeTexture;
  10382. CubeTexture.prototype.isCubeTexture = true;
  10383. Object.defineProperty( CubeTexture.prototype, 'images', {
  10384. get: function () {
  10385. return this.image;
  10386. },
  10387. set: function ( value ) {
  10388. this.image = value;
  10389. }
  10390. } );
  10391. /**
  10392. * @author Takahiro https://github.com/takahirox
  10393. */
  10394. function DataTexture2DArray( data, width, height, depth ) {
  10395. Texture.call( this, null );
  10396. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10397. this.magFilter = NearestFilter;
  10398. this.minFilter = NearestFilter;
  10399. this.wrapR = ClampToEdgeWrapping;
  10400. this.generateMipmaps = false;
  10401. this.flipY = false;
  10402. this.needsUpdate = true;
  10403. }
  10404. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10405. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10406. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10407. /**
  10408. * @author Artur Trzesiok
  10409. */
  10410. function DataTexture3D( data, width, height, depth ) {
  10411. // We're going to add .setXXX() methods for setting properties later.
  10412. // Users can still set in DataTexture3D directly.
  10413. //
  10414. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10415. // texture.anisotropy = 16;
  10416. //
  10417. // See #14839
  10418. Texture.call( this, null );
  10419. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10420. this.magFilter = NearestFilter;
  10421. this.minFilter = NearestFilter;
  10422. this.wrapR = ClampToEdgeWrapping;
  10423. this.generateMipmaps = false;
  10424. this.flipY = false;
  10425. this.needsUpdate = true;
  10426. }
  10427. DataTexture3D.prototype = Object.create( Texture.prototype );
  10428. DataTexture3D.prototype.constructor = DataTexture3D;
  10429. DataTexture3D.prototype.isDataTexture3D = true;
  10430. /**
  10431. * @author tschw
  10432. * @author Mugen87 / https://github.com/Mugen87
  10433. * @author mrdoob / http://mrdoob.com/
  10434. *
  10435. * Uniforms of a program.
  10436. * Those form a tree structure with a special top-level container for the root,
  10437. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10438. *
  10439. *
  10440. * Properties of inner nodes including the top-level container:
  10441. *
  10442. * .seq - array of nested uniforms
  10443. * .map - nested uniforms by name
  10444. *
  10445. *
  10446. * Methods of all nodes except the top-level container:
  10447. *
  10448. * .setValue( gl, value, [textures] )
  10449. *
  10450. * uploads a uniform value(s)
  10451. * the 'textures' parameter is needed for sampler uniforms
  10452. *
  10453. *
  10454. * Static methods of the top-level container (textures factorizations):
  10455. *
  10456. * .upload( gl, seq, values, textures )
  10457. *
  10458. * sets uniforms in 'seq' to 'values[id].value'
  10459. *
  10460. * .seqWithValue( seq, values ) : filteredSeq
  10461. *
  10462. * filters 'seq' entries with corresponding entry in values
  10463. *
  10464. *
  10465. * Methods of the top-level container (textures factorizations):
  10466. *
  10467. * .setValue( gl, name, value, textures )
  10468. *
  10469. * sets uniform with name 'name' to 'value'
  10470. *
  10471. * .setOptional( gl, obj, prop )
  10472. *
  10473. * like .set for an optional property of the object
  10474. *
  10475. */
  10476. var emptyTexture = new Texture();
  10477. var emptyTexture2dArray = new DataTexture2DArray();
  10478. var emptyTexture3d = new DataTexture3D();
  10479. var emptyCubeTexture = new CubeTexture();
  10480. // --- Utilities ---
  10481. // Array Caches (provide typed arrays for temporary by size)
  10482. var arrayCacheF32 = [];
  10483. var arrayCacheI32 = [];
  10484. // Float32Array caches used for uploading Matrix uniforms
  10485. var mat4array = new Float32Array( 16 );
  10486. var mat3array = new Float32Array( 9 );
  10487. var mat2array = new Float32Array( 4 );
  10488. // Flattening for arrays of vectors and matrices
  10489. function flatten( array, nBlocks, blockSize ) {
  10490. var firstElem = array[ 0 ];
  10491. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10492. // unoptimized: ! isNaN( firstElem )
  10493. // see http://jacksondunstan.com/articles/983
  10494. var n = nBlocks * blockSize,
  10495. r = arrayCacheF32[ n ];
  10496. if ( r === undefined ) {
  10497. r = new Float32Array( n );
  10498. arrayCacheF32[ n ] = r;
  10499. }
  10500. if ( nBlocks !== 0 ) {
  10501. firstElem.toArray( r, 0 );
  10502. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10503. offset += blockSize;
  10504. array[ i ].toArray( r, offset );
  10505. }
  10506. }
  10507. return r;
  10508. }
  10509. function arraysEqual( a, b ) {
  10510. if ( a.length !== b.length ) { return false; }
  10511. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10512. if ( a[ i ] !== b[ i ] ) { return false; }
  10513. }
  10514. return true;
  10515. }
  10516. function copyArray( a, b ) {
  10517. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10518. a[ i ] = b[ i ];
  10519. }
  10520. }
  10521. // Texture unit allocation
  10522. function allocTexUnits( textures, n ) {
  10523. var r = arrayCacheI32[ n ];
  10524. if ( r === undefined ) {
  10525. r = new Int32Array( n );
  10526. arrayCacheI32[ n ] = r;
  10527. }
  10528. for ( var i = 0; i !== n; ++ i ) {
  10529. r[ i ] = textures.allocateTextureUnit();
  10530. }
  10531. return r;
  10532. }
  10533. // --- Setters ---
  10534. // Note: Defining these methods externally, because they come in a bunch
  10535. // and this way their names minify.
  10536. // Single scalar
  10537. function setValueV1f( gl, v ) {
  10538. var cache = this.cache;
  10539. if ( cache[ 0 ] === v ) { return; }
  10540. gl.uniform1f( this.addr, v );
  10541. cache[ 0 ] = v;
  10542. }
  10543. // Single float vector (from flat array or THREE.VectorN)
  10544. function setValueV2f( gl, v ) {
  10545. var cache = this.cache;
  10546. if ( v.x !== undefined ) {
  10547. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10548. gl.uniform2f( this.addr, v.x, v.y );
  10549. cache[ 0 ] = v.x;
  10550. cache[ 1 ] = v.y;
  10551. }
  10552. } else {
  10553. if ( arraysEqual( cache, v ) ) { return; }
  10554. gl.uniform2fv( this.addr, v );
  10555. copyArray( cache, v );
  10556. }
  10557. }
  10558. function setValueV3f( gl, v ) {
  10559. var cache = this.cache;
  10560. if ( v.x !== undefined ) {
  10561. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10562. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10563. cache[ 0 ] = v.x;
  10564. cache[ 1 ] = v.y;
  10565. cache[ 2 ] = v.z;
  10566. }
  10567. } else if ( v.r !== undefined ) {
  10568. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10569. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10570. cache[ 0 ] = v.r;
  10571. cache[ 1 ] = v.g;
  10572. cache[ 2 ] = v.b;
  10573. }
  10574. } else {
  10575. if ( arraysEqual( cache, v ) ) { return; }
  10576. gl.uniform3fv( this.addr, v );
  10577. copyArray( cache, v );
  10578. }
  10579. }
  10580. function setValueV4f( gl, v ) {
  10581. var cache = this.cache;
  10582. if ( v.x !== undefined ) {
  10583. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10584. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10585. cache[ 0 ] = v.x;
  10586. cache[ 1 ] = v.y;
  10587. cache[ 2 ] = v.z;
  10588. cache[ 3 ] = v.w;
  10589. }
  10590. } else {
  10591. if ( arraysEqual( cache, v ) ) { return; }
  10592. gl.uniform4fv( this.addr, v );
  10593. copyArray( cache, v );
  10594. }
  10595. }
  10596. // Single matrix (from flat array or MatrixN)
  10597. function setValueM2( gl, v ) {
  10598. var cache = this.cache;
  10599. var elements = v.elements;
  10600. if ( elements === undefined ) {
  10601. if ( arraysEqual( cache, v ) ) { return; }
  10602. gl.uniformMatrix2fv( this.addr, false, v );
  10603. copyArray( cache, v );
  10604. } else {
  10605. if ( arraysEqual( cache, elements ) ) { return; }
  10606. mat2array.set( elements );
  10607. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10608. copyArray( cache, elements );
  10609. }
  10610. }
  10611. function setValueM3( gl, v ) {
  10612. var cache = this.cache;
  10613. var elements = v.elements;
  10614. if ( elements === undefined ) {
  10615. if ( arraysEqual( cache, v ) ) { return; }
  10616. gl.uniformMatrix3fv( this.addr, false, v );
  10617. copyArray( cache, v );
  10618. } else {
  10619. if ( arraysEqual( cache, elements ) ) { return; }
  10620. mat3array.set( elements );
  10621. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10622. copyArray( cache, elements );
  10623. }
  10624. }
  10625. function setValueM4( gl, v ) {
  10626. var cache = this.cache;
  10627. var elements = v.elements;
  10628. if ( elements === undefined ) {
  10629. if ( arraysEqual( cache, v ) ) { return; }
  10630. gl.uniformMatrix4fv( this.addr, false, v );
  10631. copyArray( cache, v );
  10632. } else {
  10633. if ( arraysEqual( cache, elements ) ) { return; }
  10634. mat4array.set( elements );
  10635. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10636. copyArray( cache, elements );
  10637. }
  10638. }
  10639. // Single texture (2D / Cube)
  10640. function setValueT1( gl, v, textures ) {
  10641. var cache = this.cache;
  10642. var unit = textures.allocateTextureUnit();
  10643. if ( cache[ 0 ] !== unit ) {
  10644. gl.uniform1i( this.addr, unit );
  10645. cache[ 0 ] = unit;
  10646. }
  10647. textures.safeSetTexture2D( v || emptyTexture, unit );
  10648. }
  10649. function setValueT2DArray1( gl, v, textures ) {
  10650. var cache = this.cache;
  10651. var unit = textures.allocateTextureUnit();
  10652. if ( cache[ 0 ] !== unit ) {
  10653. gl.uniform1i( this.addr, unit );
  10654. cache[ 0 ] = unit;
  10655. }
  10656. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10657. }
  10658. function setValueT3D1( gl, v, textures ) {
  10659. var cache = this.cache;
  10660. var unit = textures.allocateTextureUnit();
  10661. if ( cache[ 0 ] !== unit ) {
  10662. gl.uniform1i( this.addr, unit );
  10663. cache[ 0 ] = unit;
  10664. }
  10665. textures.setTexture3D( v || emptyTexture3d, unit );
  10666. }
  10667. function setValueT6( gl, v, textures ) {
  10668. var cache = this.cache;
  10669. var unit = textures.allocateTextureUnit();
  10670. if ( cache[ 0 ] !== unit ) {
  10671. gl.uniform1i( this.addr, unit );
  10672. cache[ 0 ] = unit;
  10673. }
  10674. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10675. }
  10676. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10677. function setValueV1i( gl, v ) {
  10678. var cache = this.cache;
  10679. if ( cache[ 0 ] === v ) { return; }
  10680. gl.uniform1i( this.addr, v );
  10681. cache[ 0 ] = v;
  10682. }
  10683. function setValueV2i( gl, v ) {
  10684. var cache = this.cache;
  10685. if ( arraysEqual( cache, v ) ) { return; }
  10686. gl.uniform2iv( this.addr, v );
  10687. copyArray( cache, v );
  10688. }
  10689. function setValueV3i( gl, v ) {
  10690. var cache = this.cache;
  10691. if ( arraysEqual( cache, v ) ) { return; }
  10692. gl.uniform3iv( this.addr, v );
  10693. copyArray( cache, v );
  10694. }
  10695. function setValueV4i( gl, v ) {
  10696. var cache = this.cache;
  10697. if ( arraysEqual( cache, v ) ) { return; }
  10698. gl.uniform4iv( this.addr, v );
  10699. copyArray( cache, v );
  10700. }
  10701. // uint
  10702. function setValueV1ui( gl, v ) {
  10703. var cache = this.cache;
  10704. if ( cache[ 0 ] === v ) { return; }
  10705. gl.uniform1ui( this.addr, v );
  10706. cache[ 0 ] = v;
  10707. }
  10708. // Helper to pick the right setter for the singular case
  10709. function getSingularSetter( type ) {
  10710. switch ( type ) {
  10711. case 0x1406: return setValueV1f; // FLOAT
  10712. case 0x8b50: return setValueV2f; // _VEC2
  10713. case 0x8b51: return setValueV3f; // _VEC3
  10714. case 0x8b52: return setValueV4f; // _VEC4
  10715. case 0x8b5a: return setValueM2; // _MAT2
  10716. case 0x8b5b: return setValueM3; // _MAT3
  10717. case 0x8b5c: return setValueM4; // _MAT4
  10718. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10719. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10720. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10721. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10722. case 0x1405: return setValueV1ui; // UINT
  10723. case 0x8b5e: // SAMPLER_2D
  10724. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10725. case 0x8dca: // INT_SAMPLER_2D
  10726. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10727. case 0x8b62: // SAMPLER_2D_SHADOW
  10728. return setValueT1;
  10729. case 0x8b5f: // SAMPLER_3D
  10730. case 0x8dcb: // INT_SAMPLER_3D
  10731. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10732. return setValueT3D1;
  10733. case 0x8b60: // SAMPLER_CUBE
  10734. case 0x8dcc: // INT_SAMPLER_CUBE
  10735. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10736. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10737. return setValueT6;
  10738. case 0x8dc1: // SAMPLER_2D_ARRAY
  10739. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10740. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10741. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10742. return setValueT2DArray1;
  10743. }
  10744. }
  10745. // Array of scalars
  10746. function setValueV1fArray( gl, v ) {
  10747. gl.uniform1fv( this.addr, v );
  10748. }
  10749. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10750. function setValueV1iArray( gl, v ) {
  10751. gl.uniform1iv( this.addr, v );
  10752. }
  10753. function setValueV2iArray( gl, v ) {
  10754. gl.uniform2iv( this.addr, v );
  10755. }
  10756. function setValueV3iArray( gl, v ) {
  10757. gl.uniform3iv( this.addr, v );
  10758. }
  10759. function setValueV4iArray( gl, v ) {
  10760. gl.uniform4iv( this.addr, v );
  10761. }
  10762. // Array of vectors (flat or from THREE classes)
  10763. function setValueV2fArray( gl, v ) {
  10764. var data = flatten( v, this.size, 2 );
  10765. gl.uniform2fv( this.addr, data );
  10766. }
  10767. function setValueV3fArray( gl, v ) {
  10768. var data = flatten( v, this.size, 3 );
  10769. gl.uniform3fv( this.addr, data );
  10770. }
  10771. function setValueV4fArray( gl, v ) {
  10772. var data = flatten( v, this.size, 4 );
  10773. gl.uniform4fv( this.addr, data );
  10774. }
  10775. // Array of matrices (flat or from THREE clases)
  10776. function setValueM2Array( gl, v ) {
  10777. var data = flatten( v, this.size, 4 );
  10778. gl.uniformMatrix2fv( this.addr, false, data );
  10779. }
  10780. function setValueM3Array( gl, v ) {
  10781. var data = flatten( v, this.size, 9 );
  10782. gl.uniformMatrix3fv( this.addr, false, data );
  10783. }
  10784. function setValueM4Array( gl, v ) {
  10785. var data = flatten( v, this.size, 16 );
  10786. gl.uniformMatrix4fv( this.addr, false, data );
  10787. }
  10788. // Array of textures (2D / Cube)
  10789. function setValueT1Array( gl, v, textures ) {
  10790. var n = v.length;
  10791. var units = allocTexUnits( textures, n );
  10792. gl.uniform1iv( this.addr, units );
  10793. for ( var i = 0; i !== n; ++ i ) {
  10794. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10795. }
  10796. }
  10797. function setValueT6Array( gl, v, textures ) {
  10798. var n = v.length;
  10799. var units = allocTexUnits( textures, n );
  10800. gl.uniform1iv( this.addr, units );
  10801. for ( var i = 0; i !== n; ++ i ) {
  10802. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10803. }
  10804. }
  10805. // Helper to pick the right setter for a pure (bottom-level) array
  10806. function getPureArraySetter( type ) {
  10807. switch ( type ) {
  10808. case 0x1406: return setValueV1fArray; // FLOAT
  10809. case 0x8b50: return setValueV2fArray; // _VEC2
  10810. case 0x8b51: return setValueV3fArray; // _VEC3
  10811. case 0x8b52: return setValueV4fArray; // _VEC4
  10812. case 0x8b5a: return setValueM2Array; // _MAT2
  10813. case 0x8b5b: return setValueM3Array; // _MAT3
  10814. case 0x8b5c: return setValueM4Array; // _MAT4
  10815. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10816. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10817. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10818. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10819. case 0x8b5e: // SAMPLER_2D
  10820. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10821. case 0x8dca: // INT_SAMPLER_2D
  10822. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10823. case 0x8b62: // SAMPLER_2D_SHADOW
  10824. return setValueT1Array;
  10825. case 0x8b60: // SAMPLER_CUBE
  10826. case 0x8dcc: // INT_SAMPLER_CUBE
  10827. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10828. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10829. return setValueT6Array;
  10830. }
  10831. }
  10832. // --- Uniform Classes ---
  10833. function SingleUniform( id, activeInfo, addr ) {
  10834. this.id = id;
  10835. this.addr = addr;
  10836. this.cache = [];
  10837. this.setValue = getSingularSetter( activeInfo.type );
  10838. // this.path = activeInfo.name; // DEBUG
  10839. }
  10840. function PureArrayUniform( id, activeInfo, addr ) {
  10841. this.id = id;
  10842. this.addr = addr;
  10843. this.cache = [];
  10844. this.size = activeInfo.size;
  10845. this.setValue = getPureArraySetter( activeInfo.type );
  10846. // this.path = activeInfo.name; // DEBUG
  10847. }
  10848. PureArrayUniform.prototype.updateCache = function ( data ) {
  10849. var cache = this.cache;
  10850. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10851. this.cache = new Float32Array( data.length );
  10852. }
  10853. copyArray( cache, data );
  10854. };
  10855. function StructuredUniform( id ) {
  10856. this.id = id;
  10857. this.seq = [];
  10858. this.map = {};
  10859. }
  10860. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10861. var seq = this.seq;
  10862. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10863. var u = seq[ i ];
  10864. u.setValue( gl, value[ u.id ], textures );
  10865. }
  10866. };
  10867. // --- Top-level ---
  10868. // Parser - builds up the property tree from the path strings
  10869. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10870. // extracts
  10871. // - the identifier (member name or array index)
  10872. // - followed by an optional right bracket (found when array index)
  10873. // - followed by an optional left bracket or dot (type of subscript)
  10874. //
  10875. // Note: These portions can be read in a non-overlapping fashion and
  10876. // allow straightforward parsing of the hierarchy that WebGL encodes
  10877. // in the uniform names.
  10878. function addUniform( container, uniformObject ) {
  10879. container.seq.push( uniformObject );
  10880. container.map[ uniformObject.id ] = uniformObject;
  10881. }
  10882. function parseUniform( activeInfo, addr, container ) {
  10883. var path = activeInfo.name,
  10884. pathLength = path.length;
  10885. // reset RegExp object, because of the early exit of a previous run
  10886. RePathPart.lastIndex = 0;
  10887. while ( true ) {
  10888. var match = RePathPart.exec( path ),
  10889. matchEnd = RePathPart.lastIndex;
  10890. var id = match[ 1 ],
  10891. idIsIndex = match[ 2 ] === ']',
  10892. subscript = match[ 3 ];
  10893. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10894. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10895. // bare name or "pure" bottom-level array "[0]" suffix
  10896. addUniform( container, subscript === undefined ?
  10897. new SingleUniform( id, activeInfo, addr ) :
  10898. new PureArrayUniform( id, activeInfo, addr ) );
  10899. break;
  10900. } else {
  10901. // step into inner node / create it in case it doesn't exist
  10902. var map = container.map;
  10903. var next = map[ id ];
  10904. if ( next === undefined ) {
  10905. next = new StructuredUniform( id );
  10906. addUniform( container, next );
  10907. }
  10908. container = next;
  10909. }
  10910. }
  10911. }
  10912. // Root Container
  10913. function WebGLUniforms( gl, program ) {
  10914. this.seq = [];
  10915. this.map = {};
  10916. var n = gl.getProgramParameter( program, 35718 );
  10917. for ( var i = 0; i < n; ++ i ) {
  10918. var info = gl.getActiveUniform( program, i ),
  10919. addr = gl.getUniformLocation( program, info.name );
  10920. parseUniform( info, addr, this );
  10921. }
  10922. }
  10923. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10924. var u = this.map[ name ];
  10925. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10926. };
  10927. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10928. var v = object[ name ];
  10929. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10930. };
  10931. // Static interface
  10932. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10933. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10934. var u = seq[ i ],
  10935. v = values[ u.id ];
  10936. if ( v.needsUpdate !== false ) {
  10937. // note: always updating when .needsUpdate is undefined
  10938. u.setValue( gl, v.value, textures );
  10939. }
  10940. }
  10941. };
  10942. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10943. var r = [];
  10944. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10945. var u = seq[ i ];
  10946. if ( u.id in values ) { r.push( u ); }
  10947. }
  10948. return r;
  10949. };
  10950. /**
  10951. * @author mrdoob / http://mrdoob.com/
  10952. */
  10953. function WebGLShader( gl, type, string ) {
  10954. var shader = gl.createShader( type );
  10955. gl.shaderSource( shader, string );
  10956. gl.compileShader( shader );
  10957. return shader;
  10958. }
  10959. /**
  10960. * @author mrdoob / http://mrdoob.com/
  10961. */
  10962. var programIdCount = 0;
  10963. function addLineNumbers( string ) {
  10964. var lines = string.split( '\n' );
  10965. for ( var i = 0; i < lines.length; i ++ ) {
  10966. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10967. }
  10968. return lines.join( '\n' );
  10969. }
  10970. function getEncodingComponents( encoding ) {
  10971. switch ( encoding ) {
  10972. case LinearEncoding:
  10973. return [ 'Linear', '( value )' ];
  10974. case sRGBEncoding:
  10975. return [ 'sRGB', '( value )' ];
  10976. case RGBEEncoding:
  10977. return [ 'RGBE', '( value )' ];
  10978. case RGBM7Encoding:
  10979. return [ 'RGBM', '( value, 7.0 )' ];
  10980. case RGBM16Encoding:
  10981. return [ 'RGBM', '( value, 16.0 )' ];
  10982. case RGBDEncoding:
  10983. return [ 'RGBD', '( value, 256.0 )' ];
  10984. case GammaEncoding:
  10985. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10986. case LogLuvEncoding:
  10987. return [ 'LogLuv', '( value )' ];
  10988. default:
  10989. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10990. return [ 'Linear', '( value )' ];
  10991. }
  10992. }
  10993. function getShaderErrors( gl, shader, type ) {
  10994. var status = gl.getShaderParameter( shader, 35713 );
  10995. var log = gl.getShaderInfoLog( shader ).trim();
  10996. if ( status && log === '' ) { return ''; }
  10997. // --enable-privileged-webgl-extension
  10998. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10999. var source = gl.getShaderSource( shader );
  11000. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  11001. }
  11002. function getTexelDecodingFunction( functionName, encoding ) {
  11003. var components = getEncodingComponents( encoding );
  11004. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  11005. }
  11006. function getTexelEncodingFunction( functionName, encoding ) {
  11007. var components = getEncodingComponents( encoding );
  11008. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  11009. }
  11010. function getToneMappingFunction( functionName, toneMapping ) {
  11011. var toneMappingName;
  11012. switch ( toneMapping ) {
  11013. case LinearToneMapping:
  11014. toneMappingName = 'Linear';
  11015. break;
  11016. case ReinhardToneMapping:
  11017. toneMappingName = 'Reinhard';
  11018. break;
  11019. case CineonToneMapping:
  11020. toneMappingName = 'OptimizedCineon';
  11021. break;
  11022. case ACESFilmicToneMapping:
  11023. toneMappingName = 'ACESFilmic';
  11024. break;
  11025. case CustomToneMapping:
  11026. toneMappingName = 'Custom';
  11027. break;
  11028. default:
  11029. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  11030. toneMappingName = 'Linear';
  11031. }
  11032. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11033. }
  11034. function generateExtensions( parameters ) {
  11035. var chunks = [
  11036. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  11037. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  11038. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  11039. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  11040. ];
  11041. return chunks.filter( filterEmptyLine ).join( '\n' );
  11042. }
  11043. function generateDefines( defines ) {
  11044. var chunks = [];
  11045. for ( var name in defines ) {
  11046. var value = defines[ name ];
  11047. if ( value === false ) { continue; }
  11048. chunks.push( '#define ' + name + ' ' + value );
  11049. }
  11050. return chunks.join( '\n' );
  11051. }
  11052. function fetchAttributeLocations( gl, program ) {
  11053. var attributes = {};
  11054. var n = gl.getProgramParameter( program, 35721 );
  11055. for ( var i = 0; i < n; i ++ ) {
  11056. var info = gl.getActiveAttrib( program, i );
  11057. var name = info.name;
  11058. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11059. attributes[ name ] = gl.getAttribLocation( program, name );
  11060. }
  11061. return attributes;
  11062. }
  11063. function filterEmptyLine( string ) {
  11064. return string !== '';
  11065. }
  11066. function replaceLightNums( string, parameters ) {
  11067. return string
  11068. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  11069. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  11070. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  11071. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  11072. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  11073. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  11074. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  11075. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  11076. }
  11077. function replaceClippingPlaneNums( string, parameters ) {
  11078. return string
  11079. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  11080. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  11081. }
  11082. // Resolve Includes
  11083. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11084. function resolveIncludes( string ) {
  11085. return string.replace( includePattern, includeReplacer );
  11086. }
  11087. function includeReplacer( match, include ) {
  11088. var string = ShaderChunk[ include ];
  11089. if ( string === undefined ) {
  11090. throw new Error( 'Can not resolve #include <' + include + '>' );
  11091. }
  11092. return resolveIncludes( string );
  11093. }
  11094. // Unroll Loops
  11095. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11096. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  11097. function unrollLoops( string ) {
  11098. return string
  11099. .replace( unrollLoopPattern, loopReplacer )
  11100. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  11101. }
  11102. function deprecatedLoopReplacer( match, start, end, snippet ) {
  11103. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  11104. return loopReplacer( match, start, end, snippet );
  11105. }
  11106. function loopReplacer( match, start, end, snippet ) {
  11107. var string = '';
  11108. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  11109. string += snippet
  11110. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  11111. .replace( /UNROLLED_LOOP_INDEX/g, i );
  11112. }
  11113. return string;
  11114. }
  11115. //
  11116. function generatePrecision( parameters ) {
  11117. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  11118. if ( parameters.precision === "highp" ) {
  11119. precisionstring += "\n#define HIGH_PRECISION";
  11120. } else if ( parameters.precision === "mediump" ) {
  11121. precisionstring += "\n#define MEDIUM_PRECISION";
  11122. } else if ( parameters.precision === "lowp" ) {
  11123. precisionstring += "\n#define LOW_PRECISION";
  11124. }
  11125. return precisionstring;
  11126. }
  11127. function generateShadowMapTypeDefine( parameters ) {
  11128. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11129. if ( parameters.shadowMapType === PCFShadowMap ) {
  11130. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11131. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  11132. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11133. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  11134. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11135. }
  11136. return shadowMapTypeDefine;
  11137. }
  11138. function generateEnvMapTypeDefine( parameters ) {
  11139. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11140. if ( parameters.envMap ) {
  11141. switch ( parameters.envMapMode ) {
  11142. case CubeReflectionMapping:
  11143. case CubeRefractionMapping:
  11144. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11145. break;
  11146. case CubeUVReflectionMapping:
  11147. case CubeUVRefractionMapping:
  11148. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11149. break;
  11150. case EquirectangularReflectionMapping:
  11151. case EquirectangularRefractionMapping:
  11152. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  11153. break;
  11154. }
  11155. }
  11156. return envMapTypeDefine;
  11157. }
  11158. function generateEnvMapModeDefine( parameters ) {
  11159. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11160. if ( parameters.envMap ) {
  11161. switch ( parameters.envMapMode ) {
  11162. case CubeRefractionMapping:
  11163. case EquirectangularRefractionMapping:
  11164. case CubeUVRefractionMapping:
  11165. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11166. break;
  11167. }
  11168. }
  11169. return envMapModeDefine;
  11170. }
  11171. function generateEnvMapBlendingDefine( parameters ) {
  11172. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11173. if ( parameters.envMap ) {
  11174. switch ( parameters.combine ) {
  11175. case MultiplyOperation:
  11176. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11177. break;
  11178. case MixOperation:
  11179. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11180. break;
  11181. case AddOperation:
  11182. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11183. break;
  11184. }
  11185. }
  11186. return envMapBlendingDefine;
  11187. }
  11188. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  11189. var gl = renderer.getContext();
  11190. var defines = parameters.defines;
  11191. var vertexShader = parameters.vertexShader;
  11192. var fragmentShader = parameters.fragmentShader;
  11193. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  11194. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  11195. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  11196. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  11197. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  11198. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  11199. var customDefines = generateDefines( defines );
  11200. var program = gl.createProgram();
  11201. var prefixVertex, prefixFragment;
  11202. if ( parameters.isRawShaderMaterial ) {
  11203. prefixVertex = [
  11204. customDefines
  11205. ].filter( filterEmptyLine ).join( '\n' );
  11206. if ( prefixVertex.length > 0 ) {
  11207. prefixVertex += '\n';
  11208. }
  11209. prefixFragment = [
  11210. customExtensions,
  11211. customDefines
  11212. ].filter( filterEmptyLine ).join( '\n' );
  11213. if ( prefixFragment.length > 0 ) {
  11214. prefixFragment += '\n';
  11215. }
  11216. } else {
  11217. prefixVertex = [
  11218. generatePrecision( parameters ),
  11219. '#define SHADER_NAME ' + parameters.shaderName,
  11220. customDefines,
  11221. parameters.instancing ? '#define USE_INSTANCING' : '',
  11222. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  11223. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11224. '#define MAX_BONES ' + parameters.maxBones,
  11225. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11226. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11227. parameters.map ? '#define USE_MAP' : '',
  11228. parameters.envMap ? '#define USE_ENVMAP' : '',
  11229. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11230. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11231. parameters.aoMap ? '#define USE_AOMAP' : '',
  11232. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11233. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11234. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11235. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11236. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11237. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11238. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11239. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11240. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  11241. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11242. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11243. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11244. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11245. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11246. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11247. parameters.vertexColors ? '#define USE_COLOR' : '',
  11248. parameters.vertexUvs ? '#define USE_UV' : '',
  11249. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11250. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11251. parameters.skinning ? '#define USE_SKINNING' : '',
  11252. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11253. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11254. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11255. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11256. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11257. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11258. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11259. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11260. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11261. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11262. 'uniform mat4 modelMatrix;',
  11263. 'uniform mat4 modelViewMatrix;',
  11264. 'uniform mat4 projectionMatrix;',
  11265. 'uniform mat4 viewMatrix;',
  11266. 'uniform mat3 normalMatrix;',
  11267. 'uniform vec3 cameraPosition;',
  11268. 'uniform bool isOrthographic;',
  11269. '#ifdef USE_INSTANCING',
  11270. ' attribute mat4 instanceMatrix;',
  11271. '#endif',
  11272. 'attribute vec3 position;',
  11273. 'attribute vec3 normal;',
  11274. 'attribute vec2 uv;',
  11275. '#ifdef USE_TANGENT',
  11276. ' attribute vec4 tangent;',
  11277. '#endif',
  11278. '#ifdef USE_COLOR',
  11279. ' attribute vec3 color;',
  11280. '#endif',
  11281. '#ifdef USE_MORPHTARGETS',
  11282. ' attribute vec3 morphTarget0;',
  11283. ' attribute vec3 morphTarget1;',
  11284. ' attribute vec3 morphTarget2;',
  11285. ' attribute vec3 morphTarget3;',
  11286. ' #ifdef USE_MORPHNORMALS',
  11287. ' attribute vec3 morphNormal0;',
  11288. ' attribute vec3 morphNormal1;',
  11289. ' attribute vec3 morphNormal2;',
  11290. ' attribute vec3 morphNormal3;',
  11291. ' #else',
  11292. ' attribute vec3 morphTarget4;',
  11293. ' attribute vec3 morphTarget5;',
  11294. ' attribute vec3 morphTarget6;',
  11295. ' attribute vec3 morphTarget7;',
  11296. ' #endif',
  11297. '#endif',
  11298. '#ifdef USE_SKINNING',
  11299. ' attribute vec4 skinIndex;',
  11300. ' attribute vec4 skinWeight;',
  11301. '#endif',
  11302. '\n'
  11303. ].filter( filterEmptyLine ).join( '\n' );
  11304. prefixFragment = [
  11305. customExtensions,
  11306. generatePrecision( parameters ),
  11307. '#define SHADER_NAME ' + parameters.shaderName,
  11308. customDefines,
  11309. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11310. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11311. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11312. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11313. parameters.map ? '#define USE_MAP' : '',
  11314. parameters.matcap ? '#define USE_MATCAP' : '',
  11315. parameters.envMap ? '#define USE_ENVMAP' : '',
  11316. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11317. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11318. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11319. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11320. parameters.aoMap ? '#define USE_AOMAP' : '',
  11321. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11322. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11323. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11324. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11325. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11326. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11327. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11328. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11329. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11330. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11331. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11332. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11333. parameters.sheen ? '#define USE_SHEEN' : '',
  11334. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11335. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11336. parameters.vertexColors ? '#define USE_COLOR' : '',
  11337. parameters.vertexUvs ? '#define USE_UV' : '',
  11338. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11339. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11340. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11341. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11342. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11343. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11344. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11345. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11346. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11347. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11348. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11349. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11350. 'uniform mat4 viewMatrix;',
  11351. 'uniform vec3 cameraPosition;',
  11352. 'uniform bool isOrthographic;',
  11353. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11354. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11355. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11356. parameters.dithering ? '#define DITHERING' : '',
  11357. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11358. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11359. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11360. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11361. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11362. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11363. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11364. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11365. '\n'
  11366. ].filter( filterEmptyLine ).join( '\n' );
  11367. }
  11368. vertexShader = resolveIncludes( vertexShader );
  11369. vertexShader = replaceLightNums( vertexShader, parameters );
  11370. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11371. fragmentShader = resolveIncludes( fragmentShader );
  11372. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11373. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11374. vertexShader = unrollLoops( vertexShader );
  11375. fragmentShader = unrollLoops( fragmentShader );
  11376. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11377. // GLSL 3.0 conversion
  11378. prefixVertex = [
  11379. '#version 300 es\n',
  11380. '#define attribute in',
  11381. '#define varying out',
  11382. '#define texture2D texture'
  11383. ].join( '\n' ) + '\n' + prefixVertex;
  11384. prefixFragment = [
  11385. '#version 300 es\n',
  11386. '#define varying in',
  11387. 'out highp vec4 pc_fragColor;',
  11388. '#define gl_FragColor pc_fragColor',
  11389. '#define gl_FragDepthEXT gl_FragDepth',
  11390. '#define texture2D texture',
  11391. '#define textureCube texture',
  11392. '#define texture2DProj textureProj',
  11393. '#define texture2DLodEXT textureLod',
  11394. '#define texture2DProjLodEXT textureProjLod',
  11395. '#define textureCubeLodEXT textureLod',
  11396. '#define texture2DGradEXT textureGrad',
  11397. '#define texture2DProjGradEXT textureProjGrad',
  11398. '#define textureCubeGradEXT textureGrad'
  11399. ].join( '\n' ) + '\n' + prefixFragment;
  11400. }
  11401. var vertexGlsl = prefixVertex + vertexShader;
  11402. var fragmentGlsl = prefixFragment + fragmentShader;
  11403. // console.log( '*VERTEX*', vertexGlsl );
  11404. // console.log( '*FRAGMENT*', fragmentGlsl );
  11405. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11406. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11407. gl.attachShader( program, glVertexShader );
  11408. gl.attachShader( program, glFragmentShader );
  11409. // Force a particular attribute to index 0.
  11410. if ( parameters.index0AttributeName !== undefined ) {
  11411. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11412. } else if ( parameters.morphTargets === true ) {
  11413. // programs with morphTargets displace position out of attribute 0
  11414. gl.bindAttribLocation( program, 0, 'position' );
  11415. }
  11416. gl.linkProgram( program );
  11417. // check for link errors
  11418. if ( renderer.debug.checkShaderErrors ) {
  11419. var programLog = gl.getProgramInfoLog( program ).trim();
  11420. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11421. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11422. var runnable = true;
  11423. var haveDiagnostics = true;
  11424. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11425. runnable = false;
  11426. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11427. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11428. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11429. } else if ( programLog !== '' ) {
  11430. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11431. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11432. haveDiagnostics = false;
  11433. }
  11434. if ( haveDiagnostics ) {
  11435. this.diagnostics = {
  11436. runnable: runnable,
  11437. programLog: programLog,
  11438. vertexShader: {
  11439. log: vertexLog,
  11440. prefix: prefixVertex
  11441. },
  11442. fragmentShader: {
  11443. log: fragmentLog,
  11444. prefix: prefixFragment
  11445. }
  11446. };
  11447. }
  11448. }
  11449. // Clean up
  11450. // Crashes in iOS9 and iOS10. #18402
  11451. // gl.detachShader( program, glVertexShader );
  11452. // gl.detachShader( program, glFragmentShader );
  11453. gl.deleteShader( glVertexShader );
  11454. gl.deleteShader( glFragmentShader );
  11455. // set up caching for uniform locations
  11456. var cachedUniforms;
  11457. this.getUniforms = function () {
  11458. if ( cachedUniforms === undefined ) {
  11459. cachedUniforms = new WebGLUniforms( gl, program );
  11460. }
  11461. return cachedUniforms;
  11462. };
  11463. // set up caching for attribute locations
  11464. var cachedAttributes;
  11465. this.getAttributes = function () {
  11466. if ( cachedAttributes === undefined ) {
  11467. cachedAttributes = fetchAttributeLocations( gl, program );
  11468. }
  11469. return cachedAttributes;
  11470. };
  11471. // free resource
  11472. this.destroy = function () {
  11473. bindingStates.releaseStatesOfProgram( this );
  11474. gl.deleteProgram( program );
  11475. this.program = undefined;
  11476. };
  11477. //
  11478. this.name = parameters.shaderName;
  11479. this.id = programIdCount ++;
  11480. this.cacheKey = cacheKey;
  11481. this.usedTimes = 1;
  11482. this.program = program;
  11483. this.vertexShader = glVertexShader;
  11484. this.fragmentShader = glFragmentShader;
  11485. return this;
  11486. }
  11487. /**
  11488. * @author mrdoob / http://mrdoob.com/
  11489. */
  11490. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11491. var programs = [];
  11492. var isWebGL2 = capabilities.isWebGL2;
  11493. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11494. var floatVertexTextures = capabilities.floatVertexTextures;
  11495. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11496. var vertexTextures = capabilities.vertexTextures;
  11497. var precision = capabilities.precision;
  11498. var shaderIDs = {
  11499. MeshDepthMaterial: 'depth',
  11500. MeshDistanceMaterial: 'distanceRGBA',
  11501. MeshNormalMaterial: 'normal',
  11502. MeshBasicMaterial: 'basic',
  11503. MeshLambertMaterial: 'lambert',
  11504. MeshPhongMaterial: 'phong',
  11505. MeshToonMaterial: 'toon',
  11506. MeshStandardMaterial: 'physical',
  11507. MeshPhysicalMaterial: 'physical',
  11508. MeshMatcapMaterial: 'matcap',
  11509. LineBasicMaterial: 'basic',
  11510. LineDashedMaterial: 'dashed',
  11511. PointsMaterial: 'points',
  11512. ShadowMaterial: 'shadow',
  11513. SpriteMaterial: 'sprite'
  11514. };
  11515. var parameterNames = [
  11516. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11517. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11518. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11519. "roughnessMap", "metalnessMap", "gradientMap",
  11520. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11521. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11522. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11523. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11524. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11525. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11526. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11527. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11528. "sheen", "transmissionMap"
  11529. ];
  11530. function allocateBones( object ) {
  11531. var skeleton = object.skeleton;
  11532. var bones = skeleton.bones;
  11533. if ( floatVertexTextures ) {
  11534. return 1024;
  11535. } else {
  11536. // default for when object is not specified
  11537. // ( for example when prebuilding shader to be used with multiple objects )
  11538. //
  11539. // - leave some extra space for other uniforms
  11540. // - limit here is ANGLE's 254 max uniform vectors
  11541. // (up to 54 should be safe)
  11542. var nVertexUniforms = maxVertexUniforms;
  11543. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11544. var maxBones = Math.min( nVertexMatrices, bones.length );
  11545. if ( maxBones < bones.length ) {
  11546. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11547. return 0;
  11548. }
  11549. return maxBones;
  11550. }
  11551. }
  11552. function getTextureEncodingFromMap( map ) {
  11553. var encoding;
  11554. if ( ! map ) {
  11555. encoding = LinearEncoding;
  11556. } else if ( map.isTexture ) {
  11557. encoding = map.encoding;
  11558. } else if ( map.isWebGLRenderTarget ) {
  11559. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11560. encoding = map.texture.encoding;
  11561. }
  11562. return encoding;
  11563. }
  11564. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11565. var fog = scene.fog;
  11566. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11567. var envMap = material.envMap || environment;
  11568. var shaderID = shaderIDs[ material.type ];
  11569. // heuristics to create shader parameters according to lights in the scene
  11570. // (not to blow over maxLights budget)
  11571. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11572. if ( material.precision !== null ) {
  11573. precision = capabilities.getMaxPrecision( material.precision );
  11574. if ( precision !== material.precision ) {
  11575. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11576. }
  11577. }
  11578. var vertexShader, fragmentShader;
  11579. if ( shaderID ) {
  11580. var shader = ShaderLib[ shaderID ];
  11581. vertexShader = shader.vertexShader;
  11582. fragmentShader = shader.fragmentShader;
  11583. } else {
  11584. vertexShader = material.vertexShader;
  11585. fragmentShader = material.fragmentShader;
  11586. }
  11587. var currentRenderTarget = renderer.getRenderTarget();
  11588. var parameters = {
  11589. isWebGL2: isWebGL2,
  11590. shaderID: shaderID,
  11591. shaderName: material.type,
  11592. vertexShader: vertexShader,
  11593. fragmentShader: fragmentShader,
  11594. defines: material.defines,
  11595. isRawShaderMaterial: material.isRawShaderMaterial,
  11596. isShaderMaterial: material.isShaderMaterial,
  11597. precision: precision,
  11598. instancing: object.isInstancedMesh === true,
  11599. supportsVertexTextures: vertexTextures,
  11600. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11601. map: !! material.map,
  11602. mapEncoding: getTextureEncodingFromMap( material.map ),
  11603. matcap: !! material.matcap,
  11604. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11605. envMap: !! envMap,
  11606. envMapMode: envMap && envMap.mapping,
  11607. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11608. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11609. lightMap: !! material.lightMap,
  11610. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11611. aoMap: !! material.aoMap,
  11612. emissiveMap: !! material.emissiveMap,
  11613. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11614. bumpMap: !! material.bumpMap,
  11615. normalMap: !! material.normalMap,
  11616. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11617. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11618. clearcoatMap: !! material.clearcoatMap,
  11619. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11620. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11621. displacementMap: !! material.displacementMap,
  11622. roughnessMap: !! material.roughnessMap,
  11623. metalnessMap: !! material.metalnessMap,
  11624. specularMap: !! material.specularMap,
  11625. alphaMap: !! material.alphaMap,
  11626. gradientMap: !! material.gradientMap,
  11627. sheen: !! material.sheen,
  11628. transmissionMap: !! material.transmissionMap,
  11629. combine: material.combine,
  11630. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11631. vertexColors: material.vertexColors,
  11632. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,
  11633. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
  11634. fog: !! fog,
  11635. useFog: material.fog,
  11636. fogExp2: ( fog && fog.isFogExp2 ),
  11637. flatShading: material.flatShading,
  11638. sizeAttenuation: material.sizeAttenuation,
  11639. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11640. skinning: material.skinning && maxBones > 0,
  11641. maxBones: maxBones,
  11642. useVertexTexture: floatVertexTextures,
  11643. morphTargets: material.morphTargets,
  11644. morphNormals: material.morphNormals,
  11645. maxMorphTargets: renderer.maxMorphTargets,
  11646. maxMorphNormals: renderer.maxMorphNormals,
  11647. numDirLights: lights.directional.length,
  11648. numPointLights: lights.point.length,
  11649. numSpotLights: lights.spot.length,
  11650. numRectAreaLights: lights.rectArea.length,
  11651. numHemiLights: lights.hemi.length,
  11652. numDirLightShadows: lights.directionalShadowMap.length,
  11653. numPointLightShadows: lights.pointShadowMap.length,
  11654. numSpotLightShadows: lights.spotShadowMap.length,
  11655. numClippingPlanes: nClipPlanes,
  11656. numClipIntersection: nClipIntersection,
  11657. dithering: material.dithering,
  11658. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11659. shadowMapType: renderer.shadowMap.type,
  11660. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11661. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11662. premultipliedAlpha: material.premultipliedAlpha,
  11663. alphaTest: material.alphaTest,
  11664. doubleSided: material.side === DoubleSide,
  11665. flipSided: material.side === BackSide,
  11666. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11667. index0AttributeName: material.index0AttributeName,
  11668. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11669. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11670. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11671. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11672. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11673. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11674. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11675. customProgramCacheKey: material.customProgramCacheKey()
  11676. };
  11677. return parameters;
  11678. }
  11679. function getProgramCacheKey( parameters ) {
  11680. var array = [];
  11681. if ( parameters.shaderID ) {
  11682. array.push( parameters.shaderID );
  11683. } else {
  11684. array.push( parameters.fragmentShader );
  11685. array.push( parameters.vertexShader );
  11686. }
  11687. if ( parameters.defines !== undefined ) {
  11688. for ( var name in parameters.defines ) {
  11689. array.push( name );
  11690. array.push( parameters.defines[ name ] );
  11691. }
  11692. }
  11693. if ( parameters.isRawShaderMaterial === undefined ) {
  11694. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11695. array.push( parameters[ parameterNames[ i ] ] );
  11696. }
  11697. array.push( renderer.outputEncoding );
  11698. array.push( renderer.gammaFactor );
  11699. }
  11700. array.push( parameters.customProgramCacheKey );
  11701. return array.join();
  11702. }
  11703. function getUniforms( material ) {
  11704. var shaderID = shaderIDs[ material.type ];
  11705. var uniforms;
  11706. if ( shaderID ) {
  11707. var shader = ShaderLib[ shaderID ];
  11708. uniforms = UniformsUtils.clone( shader.uniforms );
  11709. } else {
  11710. uniforms = material.uniforms;
  11711. }
  11712. return uniforms;
  11713. }
  11714. function acquireProgram( parameters, cacheKey ) {
  11715. var program;
  11716. // Check if code has been already compiled
  11717. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11718. var preexistingProgram = programs[ p ];
  11719. if ( preexistingProgram.cacheKey === cacheKey ) {
  11720. program = preexistingProgram;
  11721. ++ program.usedTimes;
  11722. break;
  11723. }
  11724. }
  11725. if ( program === undefined ) {
  11726. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11727. programs.push( program );
  11728. }
  11729. return program;
  11730. }
  11731. function releaseProgram( program ) {
  11732. if ( -- program.usedTimes === 0 ) {
  11733. // Remove from unordered set
  11734. var i = programs.indexOf( program );
  11735. programs[ i ] = programs[ programs.length - 1 ];
  11736. programs.pop();
  11737. // Free WebGL resources
  11738. program.destroy();
  11739. }
  11740. }
  11741. return {
  11742. getParameters: getParameters,
  11743. getProgramCacheKey: getProgramCacheKey,
  11744. getUniforms: getUniforms,
  11745. acquireProgram: acquireProgram,
  11746. releaseProgram: releaseProgram,
  11747. // Exposed for resource monitoring & error feedback via renderer.info:
  11748. programs: programs
  11749. };
  11750. }
  11751. /**
  11752. * @author fordacious / fordacious.github.io
  11753. */
  11754. function WebGLProperties() {
  11755. var properties = new WeakMap();
  11756. function get( object ) {
  11757. var map = properties.get( object );
  11758. if ( map === undefined ) {
  11759. map = {};
  11760. properties.set( object, map );
  11761. }
  11762. return map;
  11763. }
  11764. function remove( object ) {
  11765. properties.delete( object );
  11766. }
  11767. function update( object, key, value ) {
  11768. properties.get( object )[ key ] = value;
  11769. }
  11770. function dispose() {
  11771. properties = new WeakMap();
  11772. }
  11773. return {
  11774. get: get,
  11775. remove: remove,
  11776. update: update,
  11777. dispose: dispose
  11778. };
  11779. }
  11780. /**
  11781. * @author mrdoob / http://mrdoob.com/
  11782. */
  11783. function painterSortStable( a, b ) {
  11784. if ( a.groupOrder !== b.groupOrder ) {
  11785. return a.groupOrder - b.groupOrder;
  11786. } else if ( a.renderOrder !== b.renderOrder ) {
  11787. return a.renderOrder - b.renderOrder;
  11788. } else if ( a.program !== b.program ) {
  11789. return a.program.id - b.program.id;
  11790. } else if ( a.material.id !== b.material.id ) {
  11791. return a.material.id - b.material.id;
  11792. } else if ( a.z !== b.z ) {
  11793. return a.z - b.z;
  11794. } else {
  11795. return a.id - b.id;
  11796. }
  11797. }
  11798. function reversePainterSortStable( a, b ) {
  11799. if ( a.groupOrder !== b.groupOrder ) {
  11800. return a.groupOrder - b.groupOrder;
  11801. } else if ( a.renderOrder !== b.renderOrder ) {
  11802. return a.renderOrder - b.renderOrder;
  11803. } else if ( a.z !== b.z ) {
  11804. return b.z - a.z;
  11805. } else {
  11806. return a.id - b.id;
  11807. }
  11808. }
  11809. function WebGLRenderList( properties ) {
  11810. var renderItems = [];
  11811. var renderItemsIndex = 0;
  11812. var opaque = [];
  11813. var transparent = [];
  11814. var defaultProgram = { id: - 1 };
  11815. function init() {
  11816. renderItemsIndex = 0;
  11817. opaque.length = 0;
  11818. transparent.length = 0;
  11819. }
  11820. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11821. var renderItem = renderItems[ renderItemsIndex ];
  11822. var materialProperties = properties.get( material );
  11823. if ( renderItem === undefined ) {
  11824. renderItem = {
  11825. id: object.id,
  11826. object: object,
  11827. geometry: geometry,
  11828. material: material,
  11829. program: materialProperties.program || defaultProgram,
  11830. groupOrder: groupOrder,
  11831. renderOrder: object.renderOrder,
  11832. z: z,
  11833. group: group
  11834. };
  11835. renderItems[ renderItemsIndex ] = renderItem;
  11836. } else {
  11837. renderItem.id = object.id;
  11838. renderItem.object = object;
  11839. renderItem.geometry = geometry;
  11840. renderItem.material = material;
  11841. renderItem.program = materialProperties.program || defaultProgram;
  11842. renderItem.groupOrder = groupOrder;
  11843. renderItem.renderOrder = object.renderOrder;
  11844. renderItem.z = z;
  11845. renderItem.group = group;
  11846. }
  11847. renderItemsIndex ++;
  11848. return renderItem;
  11849. }
  11850. function push( object, geometry, material, groupOrder, z, group ) {
  11851. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11852. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11853. }
  11854. function unshift( object, geometry, material, groupOrder, z, group ) {
  11855. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11856. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11857. }
  11858. function sort( customOpaqueSort, customTransparentSort ) {
  11859. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11860. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11861. }
  11862. function finish() {
  11863. // Clear references from inactive renderItems in the list
  11864. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11865. var renderItem = renderItems[ i ];
  11866. if ( renderItem.id === null ) { break; }
  11867. renderItem.id = null;
  11868. renderItem.object = null;
  11869. renderItem.geometry = null;
  11870. renderItem.material = null;
  11871. renderItem.program = null;
  11872. renderItem.group = null;
  11873. }
  11874. }
  11875. return {
  11876. opaque: opaque,
  11877. transparent: transparent,
  11878. init: init,
  11879. push: push,
  11880. unshift: unshift,
  11881. finish: finish,
  11882. sort: sort
  11883. };
  11884. }
  11885. function WebGLRenderLists( properties ) {
  11886. var lists = new WeakMap();
  11887. function onSceneDispose( event ) {
  11888. var scene = event.target;
  11889. scene.removeEventListener( 'dispose', onSceneDispose );
  11890. lists.delete( scene );
  11891. }
  11892. function get( scene, camera ) {
  11893. var cameras = lists.get( scene );
  11894. var list;
  11895. if ( cameras === undefined ) {
  11896. list = new WebGLRenderList( properties );
  11897. lists.set( scene, new WeakMap() );
  11898. lists.get( scene ).set( camera, list );
  11899. scene.addEventListener( 'dispose', onSceneDispose );
  11900. } else {
  11901. list = cameras.get( camera );
  11902. if ( list === undefined ) {
  11903. list = new WebGLRenderList( properties );
  11904. cameras.set( camera, list );
  11905. }
  11906. }
  11907. return list;
  11908. }
  11909. function dispose() {
  11910. lists = new WeakMap();
  11911. }
  11912. return {
  11913. get: get,
  11914. dispose: dispose
  11915. };
  11916. }
  11917. /**
  11918. * @author mrdoob / http://mrdoob.com/
  11919. */
  11920. function UniformsCache() {
  11921. var lights = {};
  11922. return {
  11923. get: function ( light ) {
  11924. if ( lights[ light.id ] !== undefined ) {
  11925. return lights[ light.id ];
  11926. }
  11927. var uniforms;
  11928. switch ( light.type ) {
  11929. case 'DirectionalLight':
  11930. uniforms = {
  11931. direction: new Vector3(),
  11932. color: new Color()
  11933. };
  11934. break;
  11935. case 'SpotLight':
  11936. uniforms = {
  11937. position: new Vector3(),
  11938. direction: new Vector3(),
  11939. color: new Color(),
  11940. distance: 0,
  11941. coneCos: 0,
  11942. penumbraCos: 0,
  11943. decay: 0
  11944. };
  11945. break;
  11946. case 'PointLight':
  11947. uniforms = {
  11948. position: new Vector3(),
  11949. color: new Color(),
  11950. distance: 0,
  11951. decay: 0
  11952. };
  11953. break;
  11954. case 'HemisphereLight':
  11955. uniforms = {
  11956. direction: new Vector3(),
  11957. skyColor: new Color(),
  11958. groundColor: new Color()
  11959. };
  11960. break;
  11961. case 'RectAreaLight':
  11962. uniforms = {
  11963. color: new Color(),
  11964. position: new Vector3(),
  11965. halfWidth: new Vector3(),
  11966. halfHeight: new Vector3()
  11967. };
  11968. break;
  11969. }
  11970. lights[ light.id ] = uniforms;
  11971. return uniforms;
  11972. }
  11973. };
  11974. }
  11975. function ShadowUniformsCache() {
  11976. var lights = {};
  11977. return {
  11978. get: function ( light ) {
  11979. if ( lights[ light.id ] !== undefined ) {
  11980. return lights[ light.id ];
  11981. }
  11982. var uniforms;
  11983. switch ( light.type ) {
  11984. case 'DirectionalLight':
  11985. uniforms = {
  11986. shadowBias: 0,
  11987. shadowNormalBias: 0,
  11988. shadowRadius: 1,
  11989. shadowMapSize: new Vector2()
  11990. };
  11991. break;
  11992. case 'SpotLight':
  11993. uniforms = {
  11994. shadowBias: 0,
  11995. shadowNormalBias: 0,
  11996. shadowRadius: 1,
  11997. shadowMapSize: new Vector2()
  11998. };
  11999. break;
  12000. case 'PointLight':
  12001. uniforms = {
  12002. shadowBias: 0,
  12003. shadowNormalBias: 0,
  12004. shadowRadius: 1,
  12005. shadowMapSize: new Vector2(),
  12006. shadowCameraNear: 1,
  12007. shadowCameraFar: 1000
  12008. };
  12009. break;
  12010. // TODO (abelnation): set RectAreaLight shadow uniforms
  12011. }
  12012. lights[ light.id ] = uniforms;
  12013. return uniforms;
  12014. }
  12015. };
  12016. }
  12017. var nextVersion = 0;
  12018. function shadowCastingLightsFirst( lightA, lightB ) {
  12019. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  12020. }
  12021. function WebGLLights() {
  12022. var cache = new UniformsCache();
  12023. var shadowCache = ShadowUniformsCache();
  12024. var state = {
  12025. version: 0,
  12026. hash: {
  12027. directionalLength: - 1,
  12028. pointLength: - 1,
  12029. spotLength: - 1,
  12030. rectAreaLength: - 1,
  12031. hemiLength: - 1,
  12032. numDirectionalShadows: - 1,
  12033. numPointShadows: - 1,
  12034. numSpotShadows: - 1
  12035. },
  12036. ambient: [ 0, 0, 0 ],
  12037. probe: [],
  12038. directional: [],
  12039. directionalShadow: [],
  12040. directionalShadowMap: [],
  12041. directionalShadowMatrix: [],
  12042. spot: [],
  12043. spotShadow: [],
  12044. spotShadowMap: [],
  12045. spotShadowMatrix: [],
  12046. rectArea: [],
  12047. point: [],
  12048. pointShadow: [],
  12049. pointShadowMap: [],
  12050. pointShadowMatrix: [],
  12051. hemi: []
  12052. };
  12053. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  12054. var vector3 = new Vector3();
  12055. var matrix4 = new Matrix4();
  12056. var matrix42 = new Matrix4();
  12057. function setup( lights, shadows, camera ) {
  12058. var r = 0, g = 0, b = 0;
  12059. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  12060. var directionalLength = 0;
  12061. var pointLength = 0;
  12062. var spotLength = 0;
  12063. var rectAreaLength = 0;
  12064. var hemiLength = 0;
  12065. var numDirectionalShadows = 0;
  12066. var numPointShadows = 0;
  12067. var numSpotShadows = 0;
  12068. var viewMatrix = camera.matrixWorldInverse;
  12069. lights.sort( shadowCastingLightsFirst );
  12070. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  12071. var light = lights[ i$1 ];
  12072. var color = light.color;
  12073. var intensity = light.intensity;
  12074. var distance = light.distance;
  12075. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  12076. if ( light.isAmbientLight ) {
  12077. r += color.r * intensity;
  12078. g += color.g * intensity;
  12079. b += color.b * intensity;
  12080. } else if ( light.isLightProbe ) {
  12081. for ( var j = 0; j < 9; j ++ ) {
  12082. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  12083. }
  12084. } else if ( light.isDirectionalLight ) {
  12085. var uniforms = cache.get( light );
  12086. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  12087. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  12088. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12089. uniforms.direction.sub( vector3 );
  12090. uniforms.direction.transformDirection( viewMatrix );
  12091. if ( light.castShadow ) {
  12092. var shadow = light.shadow;
  12093. var shadowUniforms = shadowCache.get( light );
  12094. shadowUniforms.shadowBias = shadow.bias;
  12095. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12096. shadowUniforms.shadowRadius = shadow.radius;
  12097. shadowUniforms.shadowMapSize = shadow.mapSize;
  12098. state.directionalShadow[ directionalLength ] = shadowUniforms;
  12099. state.directionalShadowMap[ directionalLength ] = shadowMap;
  12100. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  12101. numDirectionalShadows ++;
  12102. }
  12103. state.directional[ directionalLength ] = uniforms;
  12104. directionalLength ++;
  12105. } else if ( light.isSpotLight ) {
  12106. var uniforms$1 = cache.get( light );
  12107. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  12108. uniforms$1.position.applyMatrix4( viewMatrix );
  12109. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  12110. uniforms$1.distance = distance;
  12111. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  12112. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12113. uniforms$1.direction.sub( vector3 );
  12114. uniforms$1.direction.transformDirection( viewMatrix );
  12115. uniforms$1.coneCos = Math.cos( light.angle );
  12116. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  12117. uniforms$1.decay = light.decay;
  12118. if ( light.castShadow ) {
  12119. var shadow$1 = light.shadow;
  12120. var shadowUniforms$1 = shadowCache.get( light );
  12121. shadowUniforms$1.shadowBias = shadow$1.bias;
  12122. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  12123. shadowUniforms$1.shadowRadius = shadow$1.radius;
  12124. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  12125. state.spotShadow[ spotLength ] = shadowUniforms$1;
  12126. state.spotShadowMap[ spotLength ] = shadowMap;
  12127. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  12128. numSpotShadows ++;
  12129. }
  12130. state.spot[ spotLength ] = uniforms$1;
  12131. spotLength ++;
  12132. } else if ( light.isRectAreaLight ) {
  12133. var uniforms$2 = cache.get( light );
  12134. // (a) intensity is the total visible light emitted
  12135. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12136. // (b) intensity is the brightness of the light
  12137. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  12138. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  12139. uniforms$2.position.applyMatrix4( viewMatrix );
  12140. // extract local rotation of light to derive width/height half vectors
  12141. matrix42.identity();
  12142. matrix4.copy( light.matrixWorld );
  12143. matrix4.premultiply( viewMatrix );
  12144. matrix42.extractRotation( matrix4 );
  12145. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  12146. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  12147. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  12148. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  12149. // TODO (abelnation): RectAreaLight distance?
  12150. // uniforms.distance = distance;
  12151. state.rectArea[ rectAreaLength ] = uniforms$2;
  12152. rectAreaLength ++;
  12153. } else if ( light.isPointLight ) {
  12154. var uniforms$3 = cache.get( light );
  12155. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  12156. uniforms$3.position.applyMatrix4( viewMatrix );
  12157. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  12158. uniforms$3.distance = light.distance;
  12159. uniforms$3.decay = light.decay;
  12160. if ( light.castShadow ) {
  12161. var shadow$2 = light.shadow;
  12162. var shadowUniforms$2 = shadowCache.get( light );
  12163. shadowUniforms$2.shadowBias = shadow$2.bias;
  12164. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  12165. shadowUniforms$2.shadowRadius = shadow$2.radius;
  12166. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  12167. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  12168. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  12169. state.pointShadow[ pointLength ] = shadowUniforms$2;
  12170. state.pointShadowMap[ pointLength ] = shadowMap;
  12171. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  12172. numPointShadows ++;
  12173. }
  12174. state.point[ pointLength ] = uniforms$3;
  12175. pointLength ++;
  12176. } else if ( light.isHemisphereLight ) {
  12177. var uniforms$4 = cache.get( light );
  12178. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  12179. uniforms$4.direction.transformDirection( viewMatrix );
  12180. uniforms$4.direction.normalize();
  12181. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  12182. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  12183. state.hemi[ hemiLength ] = uniforms$4;
  12184. hemiLength ++;
  12185. }
  12186. }
  12187. state.ambient[ 0 ] = r;
  12188. state.ambient[ 1 ] = g;
  12189. state.ambient[ 2 ] = b;
  12190. var hash = state.hash;
  12191. if ( hash.directionalLength !== directionalLength ||
  12192. hash.pointLength !== pointLength ||
  12193. hash.spotLength !== spotLength ||
  12194. hash.rectAreaLength !== rectAreaLength ||
  12195. hash.hemiLength !== hemiLength ||
  12196. hash.numDirectionalShadows !== numDirectionalShadows ||
  12197. hash.numPointShadows !== numPointShadows ||
  12198. hash.numSpotShadows !== numSpotShadows ) {
  12199. state.directional.length = directionalLength;
  12200. state.spot.length = spotLength;
  12201. state.rectArea.length = rectAreaLength;
  12202. state.point.length = pointLength;
  12203. state.hemi.length = hemiLength;
  12204. state.directionalShadow.length = numDirectionalShadows;
  12205. state.directionalShadowMap.length = numDirectionalShadows;
  12206. state.pointShadow.length = numPointShadows;
  12207. state.pointShadowMap.length = numPointShadows;
  12208. state.spotShadow.length = numSpotShadows;
  12209. state.spotShadowMap.length = numSpotShadows;
  12210. state.directionalShadowMatrix.length = numDirectionalShadows;
  12211. state.pointShadowMatrix.length = numPointShadows;
  12212. state.spotShadowMatrix.length = numSpotShadows;
  12213. hash.directionalLength = directionalLength;
  12214. hash.pointLength = pointLength;
  12215. hash.spotLength = spotLength;
  12216. hash.rectAreaLength = rectAreaLength;
  12217. hash.hemiLength = hemiLength;
  12218. hash.numDirectionalShadows = numDirectionalShadows;
  12219. hash.numPointShadows = numPointShadows;
  12220. hash.numSpotShadows = numSpotShadows;
  12221. state.version = nextVersion ++;
  12222. }
  12223. }
  12224. return {
  12225. setup: setup,
  12226. state: state
  12227. };
  12228. }
  12229. /**
  12230. * @author Mugen87 / https://github.com/Mugen87
  12231. */
  12232. function WebGLRenderState() {
  12233. var lights = new WebGLLights();
  12234. var lightsArray = [];
  12235. var shadowsArray = [];
  12236. function init() {
  12237. lightsArray.length = 0;
  12238. shadowsArray.length = 0;
  12239. }
  12240. function pushLight( light ) {
  12241. lightsArray.push( light );
  12242. }
  12243. function pushShadow( shadowLight ) {
  12244. shadowsArray.push( shadowLight );
  12245. }
  12246. function setupLights( camera ) {
  12247. lights.setup( lightsArray, shadowsArray, camera );
  12248. }
  12249. var state = {
  12250. lightsArray: lightsArray,
  12251. shadowsArray: shadowsArray,
  12252. lights: lights
  12253. };
  12254. return {
  12255. init: init,
  12256. state: state,
  12257. setupLights: setupLights,
  12258. pushLight: pushLight,
  12259. pushShadow: pushShadow
  12260. };
  12261. }
  12262. function WebGLRenderStates() {
  12263. var renderStates = new WeakMap();
  12264. function onSceneDispose( event ) {
  12265. var scene = event.target;
  12266. scene.removeEventListener( 'dispose', onSceneDispose );
  12267. renderStates.delete( scene );
  12268. }
  12269. function get( scene, camera ) {
  12270. var renderState;
  12271. if ( renderStates.has( scene ) === false ) {
  12272. renderState = new WebGLRenderState();
  12273. renderStates.set( scene, new WeakMap() );
  12274. renderStates.get( scene ).set( camera, renderState );
  12275. scene.addEventListener( 'dispose', onSceneDispose );
  12276. } else {
  12277. if ( renderStates.get( scene ).has( camera ) === false ) {
  12278. renderState = new WebGLRenderState();
  12279. renderStates.get( scene ).set( camera, renderState );
  12280. } else {
  12281. renderState = renderStates.get( scene ).get( camera );
  12282. }
  12283. }
  12284. return renderState;
  12285. }
  12286. function dispose() {
  12287. renderStates = new WeakMap();
  12288. }
  12289. return {
  12290. get: get,
  12291. dispose: dispose
  12292. };
  12293. }
  12294. /**
  12295. * @author mrdoob / http://mrdoob.com/
  12296. * @author alteredq / http://alteredqualia.com/
  12297. * @author bhouston / https://clara.io
  12298. * @author WestLangley / http://github.com/WestLangley
  12299. *
  12300. * parameters = {
  12301. *
  12302. * opacity: <float>,
  12303. *
  12304. * map: new THREE.Texture( <Image> ),
  12305. *
  12306. * alphaMap: new THREE.Texture( <Image> ),
  12307. *
  12308. * displacementMap: new THREE.Texture( <Image> ),
  12309. * displacementScale: <float>,
  12310. * displacementBias: <float>,
  12311. *
  12312. * wireframe: <boolean>,
  12313. * wireframeLinewidth: <float>
  12314. * }
  12315. */
  12316. function MeshDepthMaterial( parameters ) {
  12317. Material.call( this );
  12318. this.type = 'MeshDepthMaterial';
  12319. this.depthPacking = BasicDepthPacking;
  12320. this.skinning = false;
  12321. this.morphTargets = false;
  12322. this.map = null;
  12323. this.alphaMap = null;
  12324. this.displacementMap = null;
  12325. this.displacementScale = 1;
  12326. this.displacementBias = 0;
  12327. this.wireframe = false;
  12328. this.wireframeLinewidth = 1;
  12329. this.fog = false;
  12330. this.setValues( parameters );
  12331. }
  12332. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12333. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12334. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12335. MeshDepthMaterial.prototype.copy = function ( source ) {
  12336. Material.prototype.copy.call( this, source );
  12337. this.depthPacking = source.depthPacking;
  12338. this.skinning = source.skinning;
  12339. this.morphTargets = source.morphTargets;
  12340. this.map = source.map;
  12341. this.alphaMap = source.alphaMap;
  12342. this.displacementMap = source.displacementMap;
  12343. this.displacementScale = source.displacementScale;
  12344. this.displacementBias = source.displacementBias;
  12345. this.wireframe = source.wireframe;
  12346. this.wireframeLinewidth = source.wireframeLinewidth;
  12347. return this;
  12348. };
  12349. /**
  12350. * @author WestLangley / http://github.com/WestLangley
  12351. *
  12352. * parameters = {
  12353. *
  12354. * referencePosition: <float>,
  12355. * nearDistance: <float>,
  12356. * farDistance: <float>,
  12357. *
  12358. * skinning: <bool>,
  12359. * morphTargets: <bool>,
  12360. *
  12361. * map: new THREE.Texture( <Image> ),
  12362. *
  12363. * alphaMap: new THREE.Texture( <Image> ),
  12364. *
  12365. * displacementMap: new THREE.Texture( <Image> ),
  12366. * displacementScale: <float>,
  12367. * displacementBias: <float>
  12368. *
  12369. * }
  12370. */
  12371. function MeshDistanceMaterial( parameters ) {
  12372. Material.call( this );
  12373. this.type = 'MeshDistanceMaterial';
  12374. this.referencePosition = new Vector3();
  12375. this.nearDistance = 1;
  12376. this.farDistance = 1000;
  12377. this.skinning = false;
  12378. this.morphTargets = false;
  12379. this.map = null;
  12380. this.alphaMap = null;
  12381. this.displacementMap = null;
  12382. this.displacementScale = 1;
  12383. this.displacementBias = 0;
  12384. this.fog = false;
  12385. this.setValues( parameters );
  12386. }
  12387. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12388. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12389. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12390. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12391. Material.prototype.copy.call( this, source );
  12392. this.referencePosition.copy( source.referencePosition );
  12393. this.nearDistance = source.nearDistance;
  12394. this.farDistance = source.farDistance;
  12395. this.skinning = source.skinning;
  12396. this.morphTargets = source.morphTargets;
  12397. this.map = source.map;
  12398. this.alphaMap = source.alphaMap;
  12399. this.displacementMap = source.displacementMap;
  12400. this.displacementScale = source.displacementScale;
  12401. this.displacementBias = source.displacementBias;
  12402. return this;
  12403. };
  12404. 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\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 = unpackRGBATo2Half( 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 = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12405. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12406. /**
  12407. * @author alteredq / http://alteredqualia.com/
  12408. * @author mrdoob / http://mrdoob.com/
  12409. */
  12410. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12411. var _frustum = new Frustum();
  12412. var _shadowMapSize = new Vector2(),
  12413. _viewportSize = new Vector2(),
  12414. _viewport = new Vector4(),
  12415. _depthMaterials = [],
  12416. _distanceMaterials = [],
  12417. _materialCache = {};
  12418. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12419. var shadowMaterialVertical = new ShaderMaterial( {
  12420. defines: {
  12421. SAMPLE_RATE: 2.0 / 8.0,
  12422. HALF_SAMPLE_RATE: 1.0 / 8.0
  12423. },
  12424. uniforms: {
  12425. shadow_pass: { value: null },
  12426. resolution: { value: new Vector2() },
  12427. radius: { value: 4.0 }
  12428. },
  12429. vertexShader: vsm_vert,
  12430. fragmentShader: vsm_frag
  12431. } );
  12432. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12433. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12434. var fullScreenTri = new BufferGeometry();
  12435. fullScreenTri.setAttribute(
  12436. "position",
  12437. new BufferAttribute(
  12438. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12439. 3
  12440. )
  12441. );
  12442. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12443. var scope = this;
  12444. this.enabled = false;
  12445. this.autoUpdate = true;
  12446. this.needsUpdate = false;
  12447. this.type = PCFShadowMap;
  12448. this.render = function ( lights, scene, camera ) {
  12449. if ( scope.enabled === false ) { return; }
  12450. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12451. if ( lights.length === 0 ) { return; }
  12452. var currentRenderTarget = _renderer.getRenderTarget();
  12453. var activeCubeFace = _renderer.getActiveCubeFace();
  12454. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12455. var _state = _renderer.state;
  12456. // Set GL state for depth map.
  12457. _state.setBlending( NoBlending );
  12458. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12459. _state.buffers.depth.setTest( true );
  12460. _state.setScissorTest( false );
  12461. // render depth map
  12462. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12463. var light = lights[ i ];
  12464. var shadow = light.shadow;
  12465. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12466. if ( shadow === undefined ) {
  12467. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12468. continue;
  12469. }
  12470. _shadowMapSize.copy( shadow.mapSize );
  12471. var shadowFrameExtents = shadow.getFrameExtents();
  12472. _shadowMapSize.multiply( shadowFrameExtents );
  12473. _viewportSize.copy( shadow.mapSize );
  12474. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12475. if ( _shadowMapSize.x > maxTextureSize ) {
  12476. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12477. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12478. shadow.mapSize.x = _viewportSize.x;
  12479. }
  12480. if ( _shadowMapSize.y > maxTextureSize ) {
  12481. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12482. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12483. shadow.mapSize.y = _viewportSize.y;
  12484. }
  12485. }
  12486. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12487. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
  12488. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12489. shadow.map.texture.name = light.name + ".shadowMap";
  12490. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12491. shadow.camera.updateProjectionMatrix();
  12492. }
  12493. if ( shadow.map === null ) {
  12494. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
  12495. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12496. shadow.map.texture.name = light.name + ".shadowMap";
  12497. shadow.camera.updateProjectionMatrix();
  12498. }
  12499. _renderer.setRenderTarget( shadow.map );
  12500. _renderer.clear();
  12501. var viewportCount = shadow.getViewportCount();
  12502. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12503. var viewport = shadow.getViewport( vp );
  12504. _viewport.set(
  12505. _viewportSize.x * viewport.x,
  12506. _viewportSize.y * viewport.y,
  12507. _viewportSize.x * viewport.z,
  12508. _viewportSize.y * viewport.w
  12509. );
  12510. _state.viewport( _viewport );
  12511. shadow.updateMatrices( light, vp );
  12512. _frustum = shadow.getFrustum();
  12513. renderObject( scene, camera, shadow.camera, light, this.type );
  12514. }
  12515. // do blur pass for VSM
  12516. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12517. VSMPass( shadow, camera );
  12518. }
  12519. shadow.needsUpdate = false;
  12520. }
  12521. scope.needsUpdate = false;
  12522. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12523. };
  12524. function VSMPass( shadow, camera ) {
  12525. var geometry = _objects.update( fullScreenMesh );
  12526. // vertical pass
  12527. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12528. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12529. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12530. _renderer.setRenderTarget( shadow.mapPass );
  12531. _renderer.clear();
  12532. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12533. // horizonal pass
  12534. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12535. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12536. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12537. _renderer.setRenderTarget( shadow.map );
  12538. _renderer.clear();
  12539. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12540. }
  12541. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12542. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12543. var material = _depthMaterials[ index ];
  12544. if ( material === undefined ) {
  12545. material = new MeshDepthMaterial( {
  12546. depthPacking: RGBADepthPacking,
  12547. morphTargets: useMorphing,
  12548. skinning: useSkinning
  12549. } );
  12550. _depthMaterials[ index ] = material;
  12551. }
  12552. return material;
  12553. }
  12554. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12555. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12556. var material = _distanceMaterials[ index ];
  12557. if ( material === undefined ) {
  12558. material = new MeshDistanceMaterial( {
  12559. morphTargets: useMorphing,
  12560. skinning: useSkinning
  12561. } );
  12562. _distanceMaterials[ index ] = material;
  12563. }
  12564. return material;
  12565. }
  12566. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12567. var result = null;
  12568. var getMaterialVariant = getDepthMaterialVariant;
  12569. var customMaterial = object.customDepthMaterial;
  12570. if ( light.isPointLight === true ) {
  12571. getMaterialVariant = getDistanceMaterialVariant;
  12572. customMaterial = object.customDistanceMaterial;
  12573. }
  12574. if ( customMaterial === undefined ) {
  12575. var useMorphing = false;
  12576. if ( material.morphTargets === true ) {
  12577. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12578. }
  12579. var useSkinning = false;
  12580. if ( object.isSkinnedMesh === true ) {
  12581. if ( material.skinning === true ) {
  12582. useSkinning = true;
  12583. } else {
  12584. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12585. }
  12586. }
  12587. var useInstancing = object.isInstancedMesh === true;
  12588. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12589. } else {
  12590. result = customMaterial;
  12591. }
  12592. if ( _renderer.localClippingEnabled &&
  12593. material.clipShadows === true &&
  12594. material.clippingPlanes.length !== 0 ) {
  12595. // in this case we need a unique material instance reflecting the
  12596. // appropriate state
  12597. var keyA = result.uuid, keyB = material.uuid;
  12598. var materialsForVariant = _materialCache[ keyA ];
  12599. if ( materialsForVariant === undefined ) {
  12600. materialsForVariant = {};
  12601. _materialCache[ keyA ] = materialsForVariant;
  12602. }
  12603. var cachedMaterial = materialsForVariant[ keyB ];
  12604. if ( cachedMaterial === undefined ) {
  12605. cachedMaterial = result.clone();
  12606. materialsForVariant[ keyB ] = cachedMaterial;
  12607. }
  12608. result = cachedMaterial;
  12609. }
  12610. result.visible = material.visible;
  12611. result.wireframe = material.wireframe;
  12612. if ( type === VSMShadowMap ) {
  12613. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12614. } else {
  12615. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12616. }
  12617. result.clipShadows = material.clipShadows;
  12618. result.clippingPlanes = material.clippingPlanes;
  12619. result.clipIntersection = material.clipIntersection;
  12620. result.wireframeLinewidth = material.wireframeLinewidth;
  12621. result.linewidth = material.linewidth;
  12622. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12623. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12624. result.nearDistance = shadowCameraNear;
  12625. result.farDistance = shadowCameraFar;
  12626. }
  12627. return result;
  12628. }
  12629. function renderObject( object, camera, shadowCamera, light, type ) {
  12630. if ( object.visible === false ) { return; }
  12631. var visible = object.layers.test( camera.layers );
  12632. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12633. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12634. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12635. var geometry = _objects.update( object );
  12636. var material = object.material;
  12637. if ( Array.isArray( material ) ) {
  12638. var groups = geometry.groups;
  12639. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12640. var group = groups[ k ];
  12641. var groupMaterial = material[ group.materialIndex ];
  12642. if ( groupMaterial && groupMaterial.visible ) {
  12643. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12644. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12645. }
  12646. }
  12647. } else if ( material.visible ) {
  12648. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12649. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12650. }
  12651. }
  12652. }
  12653. var children = object.children;
  12654. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12655. renderObject( children[ i ], camera, shadowCamera, light, type );
  12656. }
  12657. }
  12658. }
  12659. /**
  12660. * @author mrdoob / http://mrdoob.com/
  12661. */
  12662. function WebGLState( gl, extensions, capabilities ) {
  12663. var isWebGL2 = capabilities.isWebGL2;
  12664. function ColorBuffer() {
  12665. var locked = false;
  12666. var color = new Vector4();
  12667. var currentColorMask = null;
  12668. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12669. return {
  12670. setMask: function ( colorMask ) {
  12671. if ( currentColorMask !== colorMask && ! locked ) {
  12672. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12673. currentColorMask = colorMask;
  12674. }
  12675. },
  12676. setLocked: function ( lock ) {
  12677. locked = lock;
  12678. },
  12679. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12680. if ( premultipliedAlpha === true ) {
  12681. r *= a; g *= a; b *= a;
  12682. }
  12683. color.set( r, g, b, a );
  12684. if ( currentColorClear.equals( color ) === false ) {
  12685. gl.clearColor( r, g, b, a );
  12686. currentColorClear.copy( color );
  12687. }
  12688. },
  12689. reset: function () {
  12690. locked = false;
  12691. currentColorMask = null;
  12692. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12693. }
  12694. };
  12695. }
  12696. function DepthBuffer() {
  12697. var locked = false;
  12698. var currentDepthMask = null;
  12699. var currentDepthFunc = null;
  12700. var currentDepthClear = null;
  12701. return {
  12702. setTest: function ( depthTest ) {
  12703. if ( depthTest ) {
  12704. enable( 2929 );
  12705. } else {
  12706. disable( 2929 );
  12707. }
  12708. },
  12709. setMask: function ( depthMask ) {
  12710. if ( currentDepthMask !== depthMask && ! locked ) {
  12711. gl.depthMask( depthMask );
  12712. currentDepthMask = depthMask;
  12713. }
  12714. },
  12715. setFunc: function ( depthFunc ) {
  12716. if ( currentDepthFunc !== depthFunc ) {
  12717. if ( depthFunc ) {
  12718. switch ( depthFunc ) {
  12719. case NeverDepth:
  12720. gl.depthFunc( 512 );
  12721. break;
  12722. case AlwaysDepth:
  12723. gl.depthFunc( 519 );
  12724. break;
  12725. case LessDepth:
  12726. gl.depthFunc( 513 );
  12727. break;
  12728. case LessEqualDepth:
  12729. gl.depthFunc( 515 );
  12730. break;
  12731. case EqualDepth:
  12732. gl.depthFunc( 514 );
  12733. break;
  12734. case GreaterEqualDepth:
  12735. gl.depthFunc( 518 );
  12736. break;
  12737. case GreaterDepth:
  12738. gl.depthFunc( 516 );
  12739. break;
  12740. case NotEqualDepth:
  12741. gl.depthFunc( 517 );
  12742. break;
  12743. default:
  12744. gl.depthFunc( 515 );
  12745. }
  12746. } else {
  12747. gl.depthFunc( 515 );
  12748. }
  12749. currentDepthFunc = depthFunc;
  12750. }
  12751. },
  12752. setLocked: function ( lock ) {
  12753. locked = lock;
  12754. },
  12755. setClear: function ( depth ) {
  12756. if ( currentDepthClear !== depth ) {
  12757. gl.clearDepth( depth );
  12758. currentDepthClear = depth;
  12759. }
  12760. },
  12761. reset: function () {
  12762. locked = false;
  12763. currentDepthMask = null;
  12764. currentDepthFunc = null;
  12765. currentDepthClear = null;
  12766. }
  12767. };
  12768. }
  12769. function StencilBuffer() {
  12770. var locked = false;
  12771. var currentStencilMask = null;
  12772. var currentStencilFunc = null;
  12773. var currentStencilRef = null;
  12774. var currentStencilFuncMask = null;
  12775. var currentStencilFail = null;
  12776. var currentStencilZFail = null;
  12777. var currentStencilZPass = null;
  12778. var currentStencilClear = null;
  12779. return {
  12780. setTest: function ( stencilTest ) {
  12781. if ( ! locked ) {
  12782. if ( stencilTest ) {
  12783. enable( 2960 );
  12784. } else {
  12785. disable( 2960 );
  12786. }
  12787. }
  12788. },
  12789. setMask: function ( stencilMask ) {
  12790. if ( currentStencilMask !== stencilMask && ! locked ) {
  12791. gl.stencilMask( stencilMask );
  12792. currentStencilMask = stencilMask;
  12793. }
  12794. },
  12795. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12796. if ( currentStencilFunc !== stencilFunc ||
  12797. currentStencilRef !== stencilRef ||
  12798. currentStencilFuncMask !== stencilMask ) {
  12799. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12800. currentStencilFunc = stencilFunc;
  12801. currentStencilRef = stencilRef;
  12802. currentStencilFuncMask = stencilMask;
  12803. }
  12804. },
  12805. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12806. if ( currentStencilFail !== stencilFail ||
  12807. currentStencilZFail !== stencilZFail ||
  12808. currentStencilZPass !== stencilZPass ) {
  12809. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12810. currentStencilFail = stencilFail;
  12811. currentStencilZFail = stencilZFail;
  12812. currentStencilZPass = stencilZPass;
  12813. }
  12814. },
  12815. setLocked: function ( lock ) {
  12816. locked = lock;
  12817. },
  12818. setClear: function ( stencil ) {
  12819. if ( currentStencilClear !== stencil ) {
  12820. gl.clearStencil( stencil );
  12821. currentStencilClear = stencil;
  12822. }
  12823. },
  12824. reset: function () {
  12825. locked = false;
  12826. currentStencilMask = null;
  12827. currentStencilFunc = null;
  12828. currentStencilRef = null;
  12829. currentStencilFuncMask = null;
  12830. currentStencilFail = null;
  12831. currentStencilZFail = null;
  12832. currentStencilZPass = null;
  12833. currentStencilClear = null;
  12834. }
  12835. };
  12836. }
  12837. //
  12838. var colorBuffer = new ColorBuffer();
  12839. var depthBuffer = new DepthBuffer();
  12840. var stencilBuffer = new StencilBuffer();
  12841. var enabledCapabilities = {};
  12842. var currentProgram = null;
  12843. var currentBlendingEnabled = null;
  12844. var currentBlending = null;
  12845. var currentBlendEquation = null;
  12846. var currentBlendSrc = null;
  12847. var currentBlendDst = null;
  12848. var currentBlendEquationAlpha = null;
  12849. var currentBlendSrcAlpha = null;
  12850. var currentBlendDstAlpha = null;
  12851. var currentPremultipledAlpha = false;
  12852. var currentFlipSided = null;
  12853. var currentCullFace = null;
  12854. var currentLineWidth = null;
  12855. var currentPolygonOffsetFactor = null;
  12856. var currentPolygonOffsetUnits = null;
  12857. var maxTextures = gl.getParameter( 35661 );
  12858. var lineWidthAvailable = false;
  12859. var version = 0;
  12860. var glVersion = gl.getParameter( 7938 );
  12861. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12862. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12863. lineWidthAvailable = ( version >= 1.0 );
  12864. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12865. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12866. lineWidthAvailable = ( version >= 2.0 );
  12867. }
  12868. var currentTextureSlot = null;
  12869. var currentBoundTextures = {};
  12870. var currentScissor = new Vector4();
  12871. var currentViewport = new Vector4();
  12872. function createTexture( type, target, count ) {
  12873. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12874. var texture = gl.createTexture();
  12875. gl.bindTexture( type, texture );
  12876. gl.texParameteri( type, 10241, 9728 );
  12877. gl.texParameteri( type, 10240, 9728 );
  12878. for ( var i = 0; i < count; i ++ ) {
  12879. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12880. }
  12881. return texture;
  12882. }
  12883. var emptyTextures = {};
  12884. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12885. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12886. // init
  12887. colorBuffer.setClear( 0, 0, 0, 1 );
  12888. depthBuffer.setClear( 1 );
  12889. stencilBuffer.setClear( 0 );
  12890. enable( 2929 );
  12891. depthBuffer.setFunc( LessEqualDepth );
  12892. setFlipSided( false );
  12893. setCullFace( CullFaceBack );
  12894. enable( 2884 );
  12895. setBlending( NoBlending );
  12896. //
  12897. function enable( id ) {
  12898. if ( enabledCapabilities[ id ] !== true ) {
  12899. gl.enable( id );
  12900. enabledCapabilities[ id ] = true;
  12901. }
  12902. }
  12903. function disable( id ) {
  12904. if ( enabledCapabilities[ id ] !== false ) {
  12905. gl.disable( id );
  12906. enabledCapabilities[ id ] = false;
  12907. }
  12908. }
  12909. function useProgram( program ) {
  12910. if ( currentProgram !== program ) {
  12911. gl.useProgram( program );
  12912. currentProgram = program;
  12913. return true;
  12914. }
  12915. return false;
  12916. }
  12917. var equationToGL = {};
  12918. equationToGL[ AddEquation ] = 32774;
  12919. equationToGL[ SubtractEquation ] = 32778;
  12920. equationToGL[ ReverseSubtractEquation ] = 32779;
  12921. if ( isWebGL2 ) {
  12922. equationToGL[ MinEquation ] = 32775;
  12923. equationToGL[ MaxEquation ] = 32776;
  12924. } else {
  12925. var extension = extensions.get( 'EXT_blend_minmax' );
  12926. if ( extension !== null ) {
  12927. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12928. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12929. }
  12930. }
  12931. var factorToGL = {};
  12932. factorToGL[ ZeroFactor ] = 0;
  12933. factorToGL[ OneFactor ] = 1;
  12934. factorToGL[ SrcColorFactor ] = 768;
  12935. factorToGL[ SrcAlphaFactor ] = 770;
  12936. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12937. factorToGL[ DstColorFactor ] = 774;
  12938. factorToGL[ DstAlphaFactor ] = 772;
  12939. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12940. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12941. factorToGL[ OneMinusDstColorFactor ] = 775;
  12942. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12943. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12944. if ( blending === NoBlending ) {
  12945. if ( currentBlendingEnabled ) {
  12946. disable( 3042 );
  12947. currentBlendingEnabled = false;
  12948. }
  12949. return;
  12950. }
  12951. if ( ! currentBlendingEnabled ) {
  12952. enable( 3042 );
  12953. currentBlendingEnabled = true;
  12954. }
  12955. if ( blending !== CustomBlending ) {
  12956. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12957. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12958. gl.blendEquation( 32774 );
  12959. currentBlendEquation = AddEquation;
  12960. currentBlendEquationAlpha = AddEquation;
  12961. }
  12962. if ( premultipliedAlpha ) {
  12963. switch ( blending ) {
  12964. case NormalBlending:
  12965. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12966. break;
  12967. case AdditiveBlending:
  12968. gl.blendFunc( 1, 1 );
  12969. break;
  12970. case SubtractiveBlending:
  12971. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12972. break;
  12973. case MultiplyBlending:
  12974. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12975. break;
  12976. default:
  12977. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12978. break;
  12979. }
  12980. } else {
  12981. switch ( blending ) {
  12982. case NormalBlending:
  12983. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12984. break;
  12985. case AdditiveBlending:
  12986. gl.blendFunc( 770, 1 );
  12987. break;
  12988. case SubtractiveBlending:
  12989. gl.blendFunc( 0, 769 );
  12990. break;
  12991. case MultiplyBlending:
  12992. gl.blendFunc( 0, 768 );
  12993. break;
  12994. default:
  12995. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12996. break;
  12997. }
  12998. }
  12999. currentBlendSrc = null;
  13000. currentBlendDst = null;
  13001. currentBlendSrcAlpha = null;
  13002. currentBlendDstAlpha = null;
  13003. currentBlending = blending;
  13004. currentPremultipledAlpha = premultipliedAlpha;
  13005. }
  13006. return;
  13007. }
  13008. // custom blending
  13009. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13010. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13011. blendDstAlpha = blendDstAlpha || blendDst;
  13012. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  13013. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  13014. currentBlendEquation = blendEquation;
  13015. currentBlendEquationAlpha = blendEquationAlpha;
  13016. }
  13017. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  13018. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  13019. currentBlendSrc = blendSrc;
  13020. currentBlendDst = blendDst;
  13021. currentBlendSrcAlpha = blendSrcAlpha;
  13022. currentBlendDstAlpha = blendDstAlpha;
  13023. }
  13024. currentBlending = blending;
  13025. currentPremultipledAlpha = null;
  13026. }
  13027. function setMaterial( material, frontFaceCW ) {
  13028. material.side === DoubleSide
  13029. ? disable( 2884 )
  13030. : enable( 2884 );
  13031. var flipSided = ( material.side === BackSide );
  13032. if ( frontFaceCW ) { flipSided = ! flipSided; }
  13033. setFlipSided( flipSided );
  13034. ( material.blending === NormalBlending && material.transparent === false )
  13035. ? setBlending( NoBlending )
  13036. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  13037. depthBuffer.setFunc( material.depthFunc );
  13038. depthBuffer.setTest( material.depthTest );
  13039. depthBuffer.setMask( material.depthWrite );
  13040. colorBuffer.setMask( material.colorWrite );
  13041. var stencilWrite = material.stencilWrite;
  13042. stencilBuffer.setTest( stencilWrite );
  13043. if ( stencilWrite ) {
  13044. stencilBuffer.setMask( material.stencilWriteMask );
  13045. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  13046. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  13047. }
  13048. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13049. }
  13050. //
  13051. function setFlipSided( flipSided ) {
  13052. if ( currentFlipSided !== flipSided ) {
  13053. if ( flipSided ) {
  13054. gl.frontFace( 2304 );
  13055. } else {
  13056. gl.frontFace( 2305 );
  13057. }
  13058. currentFlipSided = flipSided;
  13059. }
  13060. }
  13061. function setCullFace( cullFace ) {
  13062. if ( cullFace !== CullFaceNone ) {
  13063. enable( 2884 );
  13064. if ( cullFace !== currentCullFace ) {
  13065. if ( cullFace === CullFaceBack ) {
  13066. gl.cullFace( 1029 );
  13067. } else if ( cullFace === CullFaceFront ) {
  13068. gl.cullFace( 1028 );
  13069. } else {
  13070. gl.cullFace( 1032 );
  13071. }
  13072. }
  13073. } else {
  13074. disable( 2884 );
  13075. }
  13076. currentCullFace = cullFace;
  13077. }
  13078. function setLineWidth( width ) {
  13079. if ( width !== currentLineWidth ) {
  13080. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  13081. currentLineWidth = width;
  13082. }
  13083. }
  13084. function setPolygonOffset( polygonOffset, factor, units ) {
  13085. if ( polygonOffset ) {
  13086. enable( 32823 );
  13087. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  13088. gl.polygonOffset( factor, units );
  13089. currentPolygonOffsetFactor = factor;
  13090. currentPolygonOffsetUnits = units;
  13091. }
  13092. } else {
  13093. disable( 32823 );
  13094. }
  13095. }
  13096. function setScissorTest( scissorTest ) {
  13097. if ( scissorTest ) {
  13098. enable( 3089 );
  13099. } else {
  13100. disable( 3089 );
  13101. }
  13102. }
  13103. // texture
  13104. function activeTexture( webglSlot ) {
  13105. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  13106. if ( currentTextureSlot !== webglSlot ) {
  13107. gl.activeTexture( webglSlot );
  13108. currentTextureSlot = webglSlot;
  13109. }
  13110. }
  13111. function bindTexture( webglType, webglTexture ) {
  13112. if ( currentTextureSlot === null ) {
  13113. activeTexture();
  13114. }
  13115. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13116. if ( boundTexture === undefined ) {
  13117. boundTexture = { type: undefined, texture: undefined };
  13118. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  13119. }
  13120. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  13121. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  13122. boundTexture.type = webglType;
  13123. boundTexture.texture = webglTexture;
  13124. }
  13125. }
  13126. function unbindTexture() {
  13127. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13128. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  13129. gl.bindTexture( boundTexture.type, null );
  13130. boundTexture.type = undefined;
  13131. boundTexture.texture = undefined;
  13132. }
  13133. }
  13134. function compressedTexImage2D() {
  13135. try {
  13136. gl.compressedTexImage2D.apply( gl, arguments );
  13137. } catch ( error ) {
  13138. console.error( 'THREE.WebGLState:', error );
  13139. }
  13140. }
  13141. function texImage2D() {
  13142. try {
  13143. gl.texImage2D.apply( gl, arguments );
  13144. } catch ( error ) {
  13145. console.error( 'THREE.WebGLState:', error );
  13146. }
  13147. }
  13148. function texImage3D() {
  13149. try {
  13150. gl.texImage3D.apply( gl, arguments );
  13151. } catch ( error ) {
  13152. console.error( 'THREE.WebGLState:', error );
  13153. }
  13154. }
  13155. //
  13156. function scissor( scissor ) {
  13157. if ( currentScissor.equals( scissor ) === false ) {
  13158. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  13159. currentScissor.copy( scissor );
  13160. }
  13161. }
  13162. function viewport( viewport ) {
  13163. if ( currentViewport.equals( viewport ) === false ) {
  13164. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  13165. currentViewport.copy( viewport );
  13166. }
  13167. }
  13168. //
  13169. function reset() {
  13170. enabledCapabilities = {};
  13171. currentTextureSlot = null;
  13172. currentBoundTextures = {};
  13173. currentProgram = null;
  13174. currentBlending = null;
  13175. currentFlipSided = null;
  13176. currentCullFace = null;
  13177. colorBuffer.reset();
  13178. depthBuffer.reset();
  13179. stencilBuffer.reset();
  13180. }
  13181. return {
  13182. buffers: {
  13183. color: colorBuffer,
  13184. depth: depthBuffer,
  13185. stencil: stencilBuffer
  13186. },
  13187. enable: enable,
  13188. disable: disable,
  13189. useProgram: useProgram,
  13190. setBlending: setBlending,
  13191. setMaterial: setMaterial,
  13192. setFlipSided: setFlipSided,
  13193. setCullFace: setCullFace,
  13194. setLineWidth: setLineWidth,
  13195. setPolygonOffset: setPolygonOffset,
  13196. setScissorTest: setScissorTest,
  13197. activeTexture: activeTexture,
  13198. bindTexture: bindTexture,
  13199. unbindTexture: unbindTexture,
  13200. compressedTexImage2D: compressedTexImage2D,
  13201. texImage2D: texImage2D,
  13202. texImage3D: texImage3D,
  13203. scissor: scissor,
  13204. viewport: viewport,
  13205. reset: reset
  13206. };
  13207. }
  13208. /**
  13209. * @author mrdoob / http://mrdoob.com/
  13210. */
  13211. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  13212. var isWebGL2 = capabilities.isWebGL2;
  13213. var maxTextures = capabilities.maxTextures;
  13214. var maxCubemapSize = capabilities.maxCubemapSize;
  13215. var maxTextureSize = capabilities.maxTextureSize;
  13216. var maxSamples = capabilities.maxSamples;
  13217. var _videoTextures = new WeakMap();
  13218. var _canvas;
  13219. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13220. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13221. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13222. var useOffscreenCanvas = false;
  13223. try {
  13224. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  13225. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  13226. } catch ( err ) {
  13227. // Ignore any errors
  13228. }
  13229. function createCanvas( width, height ) {
  13230. // Use OffscreenCanvas when available. Specially needed in web workers
  13231. return useOffscreenCanvas ?
  13232. new OffscreenCanvas( width, height ) :
  13233. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  13234. }
  13235. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  13236. var scale = 1;
  13237. // handle case if texture exceeds max size
  13238. if ( image.width > maxSize || image.height > maxSize ) {
  13239. scale = maxSize / Math.max( image.width, image.height );
  13240. }
  13241. // only perform resize if necessary
  13242. if ( scale < 1 || needsPowerOfTwo === true ) {
  13243. // only perform resize for certain image types
  13244. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  13245. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  13246. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  13247. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  13248. var width = floor( scale * image.width );
  13249. var height = floor( scale * image.height );
  13250. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  13251. // cube textures can't reuse the same canvas
  13252. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  13253. canvas.width = width;
  13254. canvas.height = height;
  13255. var context = canvas.getContext( '2d' );
  13256. context.drawImage( image, 0, 0, width, height );
  13257. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  13258. return canvas;
  13259. } else {
  13260. if ( 'data' in image ) {
  13261. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  13262. }
  13263. return image;
  13264. }
  13265. }
  13266. return image;
  13267. }
  13268. function isPowerOfTwo( image ) {
  13269. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  13270. }
  13271. function textureNeedsPowerOfTwo( texture ) {
  13272. if ( isWebGL2 ) { return false; }
  13273. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  13274. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13275. }
  13276. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13277. return texture.generateMipmaps && supportsMips &&
  13278. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13279. }
  13280. function generateMipmap( target, texture, width, height ) {
  13281. _gl.generateMipmap( target );
  13282. var textureProperties = properties.get( texture );
  13283. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13284. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13285. }
  13286. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13287. if ( isWebGL2 === false ) { return glFormat; }
  13288. if ( internalFormatName !== null ) {
  13289. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13290. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13291. }
  13292. var internalFormat = glFormat;
  13293. if ( glFormat === 6403 ) {
  13294. if ( glType === 5126 ) { internalFormat = 33326; }
  13295. if ( glType === 5131 ) { internalFormat = 33325; }
  13296. if ( glType === 5121 ) { internalFormat = 33321; }
  13297. }
  13298. if ( glFormat === 6407 ) {
  13299. if ( glType === 5126 ) { internalFormat = 34837; }
  13300. if ( glType === 5131 ) { internalFormat = 34843; }
  13301. if ( glType === 5121 ) { internalFormat = 32849; }
  13302. }
  13303. if ( glFormat === 6408 ) {
  13304. if ( glType === 5126 ) { internalFormat = 34836; }
  13305. if ( glType === 5131 ) { internalFormat = 34842; }
  13306. if ( glType === 5121 ) { internalFormat = 32856; }
  13307. }
  13308. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13309. internalFormat === 34842 || internalFormat === 34836 ) {
  13310. extensions.get( 'EXT_color_buffer_float' );
  13311. }
  13312. return internalFormat;
  13313. }
  13314. // Fallback filters for non-power-of-2 textures
  13315. function filterFallback( f ) {
  13316. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13317. return 9728;
  13318. }
  13319. return 9729;
  13320. }
  13321. //
  13322. function onTextureDispose( event ) {
  13323. var texture = event.target;
  13324. texture.removeEventListener( 'dispose', onTextureDispose );
  13325. deallocateTexture( texture );
  13326. if ( texture.isVideoTexture ) {
  13327. _videoTextures.delete( texture );
  13328. }
  13329. info.memory.textures --;
  13330. }
  13331. function onRenderTargetDispose( event ) {
  13332. var renderTarget = event.target;
  13333. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13334. deallocateRenderTarget( renderTarget );
  13335. info.memory.textures --;
  13336. }
  13337. //
  13338. function deallocateTexture( texture ) {
  13339. var textureProperties = properties.get( texture );
  13340. if ( textureProperties.__webglInit === undefined ) { return; }
  13341. _gl.deleteTexture( textureProperties.__webglTexture );
  13342. properties.remove( texture );
  13343. }
  13344. function deallocateRenderTarget( renderTarget ) {
  13345. var renderTargetProperties = properties.get( renderTarget );
  13346. var textureProperties = properties.get( renderTarget.texture );
  13347. if ( ! renderTarget ) { return; }
  13348. if ( textureProperties.__webglTexture !== undefined ) {
  13349. _gl.deleteTexture( textureProperties.__webglTexture );
  13350. }
  13351. if ( renderTarget.depthTexture ) {
  13352. renderTarget.depthTexture.dispose();
  13353. }
  13354. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13355. for ( var i = 0; i < 6; i ++ ) {
  13356. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13357. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13358. }
  13359. } else {
  13360. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13361. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13362. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13363. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13364. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13365. }
  13366. properties.remove( renderTarget.texture );
  13367. properties.remove( renderTarget );
  13368. }
  13369. //
  13370. var textureUnits = 0;
  13371. function resetTextureUnits() {
  13372. textureUnits = 0;
  13373. }
  13374. function allocateTextureUnit() {
  13375. var textureUnit = textureUnits;
  13376. if ( textureUnit >= maxTextures ) {
  13377. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13378. }
  13379. textureUnits += 1;
  13380. return textureUnit;
  13381. }
  13382. //
  13383. function setTexture2D( texture, slot ) {
  13384. var textureProperties = properties.get( texture );
  13385. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13386. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13387. var image = texture.image;
  13388. if ( image === undefined ) {
  13389. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13390. } else if ( image.complete === false ) {
  13391. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13392. } else {
  13393. uploadTexture( textureProperties, texture, slot );
  13394. return;
  13395. }
  13396. }
  13397. state.activeTexture( 33984 + slot );
  13398. state.bindTexture( 3553, textureProperties.__webglTexture );
  13399. }
  13400. function setTexture2DArray( texture, slot ) {
  13401. var textureProperties = properties.get( texture );
  13402. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13403. uploadTexture( textureProperties, texture, slot );
  13404. return;
  13405. }
  13406. state.activeTexture( 33984 + slot );
  13407. state.bindTexture( 35866, textureProperties.__webglTexture );
  13408. }
  13409. function setTexture3D( texture, slot ) {
  13410. var textureProperties = properties.get( texture );
  13411. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13412. uploadTexture( textureProperties, texture, slot );
  13413. return;
  13414. }
  13415. state.activeTexture( 33984 + slot );
  13416. state.bindTexture( 32879, textureProperties.__webglTexture );
  13417. }
  13418. function setTextureCube( texture, slot ) {
  13419. if ( texture.image.length !== 6 ) { return; }
  13420. var textureProperties = properties.get( texture );
  13421. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13422. initTexture( textureProperties, texture );
  13423. state.activeTexture( 33984 + slot );
  13424. state.bindTexture( 34067, textureProperties.__webglTexture );
  13425. _gl.pixelStorei( 37440, texture.flipY );
  13426. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13427. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13428. var cubeImage = [];
  13429. for ( var i = 0; i < 6; i ++ ) {
  13430. if ( ! isCompressed && ! isDataTexture ) {
  13431. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13432. } else {
  13433. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13434. }
  13435. }
  13436. var image = cubeImage[ 0 ],
  13437. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13438. glFormat = utils.convert( texture.format ),
  13439. glType = utils.convert( texture.type ),
  13440. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13441. setTextureParameters( 34067, texture, supportsMips );
  13442. var mipmaps;
  13443. if ( isCompressed ) {
  13444. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13445. mipmaps = cubeImage[ i$1 ].mipmaps;
  13446. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13447. var mipmap = mipmaps[ j ];
  13448. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13449. if ( glFormat !== null ) {
  13450. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13451. } else {
  13452. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13453. }
  13454. } else {
  13455. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13456. }
  13457. }
  13458. }
  13459. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13460. } else {
  13461. mipmaps = texture.mipmaps;
  13462. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13463. if ( isDataTexture ) {
  13464. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13465. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13466. var mipmap$1 = mipmaps[ j$1 ];
  13467. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13468. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13469. }
  13470. } else {
  13471. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13472. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13473. var mipmap$2 = mipmaps[ j$2 ];
  13474. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13475. }
  13476. }
  13477. }
  13478. textureProperties.__maxMipLevel = mipmaps.length;
  13479. }
  13480. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13481. // We assume images for cube map have the same size.
  13482. generateMipmap( 34067, texture, image.width, image.height );
  13483. }
  13484. textureProperties.__version = texture.version;
  13485. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13486. } else {
  13487. state.activeTexture( 33984 + slot );
  13488. state.bindTexture( 34067, textureProperties.__webglTexture );
  13489. }
  13490. }
  13491. function setTextureCubeDynamic( texture, slot ) {
  13492. state.activeTexture( 33984 + slot );
  13493. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13494. }
  13495. var wrappingToGL = {};
  13496. wrappingToGL[ RepeatWrapping ] = 10497;
  13497. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13498. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13499. var filterToGL = {};
  13500. filterToGL[ NearestFilter ] = 9728;
  13501. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13502. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13503. filterToGL[ LinearFilter ] = 9729;
  13504. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13505. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13506. function setTextureParameters( textureType, texture, supportsMips ) {
  13507. if ( supportsMips ) {
  13508. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13509. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13510. if ( textureType === 32879 || textureType === 35866 ) {
  13511. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13512. }
  13513. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13514. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13515. } else {
  13516. _gl.texParameteri( textureType, 10242, 33071 );
  13517. _gl.texParameteri( textureType, 10243, 33071 );
  13518. if ( textureType === 32879 || textureType === 35866 ) {
  13519. _gl.texParameteri( textureType, 32882, 33071 );
  13520. }
  13521. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13522. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13523. }
  13524. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13525. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13526. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13527. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13528. }
  13529. }
  13530. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13531. if ( extension ) {
  13532. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13533. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13534. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13535. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13536. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13537. }
  13538. }
  13539. }
  13540. function initTexture( textureProperties, texture ) {
  13541. if ( textureProperties.__webglInit === undefined ) {
  13542. textureProperties.__webglInit = true;
  13543. texture.addEventListener( 'dispose', onTextureDispose );
  13544. textureProperties.__webglTexture = _gl.createTexture();
  13545. info.memory.textures ++;
  13546. }
  13547. }
  13548. function uploadTexture( textureProperties, texture, slot ) {
  13549. var textureType = 3553;
  13550. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13551. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13552. initTexture( textureProperties, texture );
  13553. state.activeTexture( 33984 + slot );
  13554. state.bindTexture( textureType, textureProperties.__webglTexture );
  13555. _gl.pixelStorei( 37440, texture.flipY );
  13556. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13557. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13558. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13559. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13560. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13561. glFormat = utils.convert( texture.format );
  13562. var glType = utils.convert( texture.type ),
  13563. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13564. setTextureParameters( textureType, texture, supportsMips );
  13565. var mipmap;
  13566. var mipmaps = texture.mipmaps;
  13567. if ( texture.isDepthTexture ) {
  13568. // populate depth texture with dummy data
  13569. glInternalFormat = 6402;
  13570. if ( isWebGL2 ) {
  13571. if ( texture.type === FloatType ) {
  13572. glInternalFormat = 36012;
  13573. } else if ( texture.type === UnsignedIntType ) {
  13574. glInternalFormat = 33190;
  13575. } else if ( texture.type === UnsignedInt248Type ) {
  13576. glInternalFormat = 35056;
  13577. } else {
  13578. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13579. }
  13580. } else {
  13581. if ( texture.type === FloatType ) {
  13582. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13583. }
  13584. }
  13585. // validation checks for WebGL 1
  13586. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13587. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13588. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13589. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13590. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13591. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13592. texture.type = UnsignedShortType;
  13593. glType = utils.convert( texture.type );
  13594. }
  13595. }
  13596. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13597. // Depth stencil textures need the DEPTH_STENCIL internal format
  13598. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13599. glInternalFormat = 34041;
  13600. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13601. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13602. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13603. if ( texture.type !== UnsignedInt248Type ) {
  13604. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13605. texture.type = UnsignedInt248Type;
  13606. glType = utils.convert( texture.type );
  13607. }
  13608. }
  13609. //
  13610. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13611. } else if ( texture.isDataTexture ) {
  13612. // use manually created mipmaps if available
  13613. // if there are no manual mipmaps
  13614. // set 0 level mipmap and then use GL to generate other mipmap levels
  13615. if ( mipmaps.length > 0 && supportsMips ) {
  13616. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13617. mipmap = mipmaps[ i ];
  13618. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13619. }
  13620. texture.generateMipmaps = false;
  13621. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13622. } else {
  13623. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13624. textureProperties.__maxMipLevel = 0;
  13625. }
  13626. } else if ( texture.isCompressedTexture ) {
  13627. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13628. mipmap = mipmaps[ i$1 ];
  13629. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13630. if ( glFormat !== null ) {
  13631. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13632. } else {
  13633. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13634. }
  13635. } else {
  13636. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13637. }
  13638. }
  13639. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13640. } else if ( texture.isDataTexture2DArray ) {
  13641. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13642. textureProperties.__maxMipLevel = 0;
  13643. } else if ( texture.isDataTexture3D ) {
  13644. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13645. textureProperties.__maxMipLevel = 0;
  13646. } else {
  13647. // regular Texture (image, video, canvas)
  13648. // use manually created mipmaps if available
  13649. // if there are no manual mipmaps
  13650. // set 0 level mipmap and then use GL to generate other mipmap levels
  13651. if ( mipmaps.length > 0 && supportsMips ) {
  13652. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13653. mipmap = mipmaps[ i$2 ];
  13654. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13655. }
  13656. texture.generateMipmaps = false;
  13657. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13658. } else {
  13659. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13660. textureProperties.__maxMipLevel = 0;
  13661. }
  13662. }
  13663. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13664. generateMipmap( textureType, texture, image.width, image.height );
  13665. }
  13666. textureProperties.__version = texture.version;
  13667. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13668. }
  13669. // Render targets
  13670. // Setup storage for target texture and bind it to correct framebuffer
  13671. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13672. var glFormat = utils.convert( renderTarget.texture.format );
  13673. var glType = utils.convert( renderTarget.texture.type );
  13674. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13675. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13676. _gl.bindFramebuffer( 36160, framebuffer );
  13677. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13678. _gl.bindFramebuffer( 36160, null );
  13679. }
  13680. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13681. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13682. _gl.bindRenderbuffer( 36161, renderbuffer );
  13683. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13684. var glInternalFormat = 33189;
  13685. if ( isMultisample ) {
  13686. var depthTexture = renderTarget.depthTexture;
  13687. if ( depthTexture && depthTexture.isDepthTexture ) {
  13688. if ( depthTexture.type === FloatType ) {
  13689. glInternalFormat = 36012;
  13690. } else if ( depthTexture.type === UnsignedIntType ) {
  13691. glInternalFormat = 33190;
  13692. }
  13693. }
  13694. var samples = getRenderTargetSamples( renderTarget );
  13695. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13696. } else {
  13697. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13698. }
  13699. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13700. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13701. if ( isMultisample ) {
  13702. var samples$1 = getRenderTargetSamples( renderTarget );
  13703. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13704. } else {
  13705. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13706. }
  13707. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13708. } else {
  13709. var glFormat = utils.convert( renderTarget.texture.format );
  13710. var glType = utils.convert( renderTarget.texture.type );
  13711. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13712. if ( isMultisample ) {
  13713. var samples$2 = getRenderTargetSamples( renderTarget );
  13714. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13715. } else {
  13716. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13717. }
  13718. }
  13719. _gl.bindRenderbuffer( 36161, null );
  13720. }
  13721. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13722. function setupDepthTexture( framebuffer, renderTarget ) {
  13723. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13724. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13725. _gl.bindFramebuffer( 36160, framebuffer );
  13726. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13727. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13728. }
  13729. // upload an empty depth texture with framebuffer size
  13730. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13731. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13732. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13733. renderTarget.depthTexture.image.width = renderTarget.width;
  13734. renderTarget.depthTexture.image.height = renderTarget.height;
  13735. renderTarget.depthTexture.needsUpdate = true;
  13736. }
  13737. setTexture2D( renderTarget.depthTexture, 0 );
  13738. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13739. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13740. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13741. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13742. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13743. } else {
  13744. throw new Error( 'Unknown depthTexture format' );
  13745. }
  13746. }
  13747. // Setup GL resources for a non-texture depth buffer
  13748. function setupDepthRenderbuffer( renderTarget ) {
  13749. var renderTargetProperties = properties.get( renderTarget );
  13750. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13751. if ( renderTarget.depthTexture ) {
  13752. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13753. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13754. } else {
  13755. if ( isCube ) {
  13756. renderTargetProperties.__webglDepthbuffer = [];
  13757. for ( var i = 0; i < 6; i ++ ) {
  13758. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13759. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13760. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13761. }
  13762. } else {
  13763. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13764. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13765. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13766. }
  13767. }
  13768. _gl.bindFramebuffer( 36160, null );
  13769. }
  13770. // Set up GL resources for the render target
  13771. function setupRenderTarget( renderTarget ) {
  13772. var renderTargetProperties = properties.get( renderTarget );
  13773. var textureProperties = properties.get( renderTarget.texture );
  13774. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13775. textureProperties.__webglTexture = _gl.createTexture();
  13776. info.memory.textures ++;
  13777. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13778. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13779. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13780. // Handles WebGL2 RGBFormat fallback - #18858
  13781. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13782. renderTarget.texture.format = RGBAFormat;
  13783. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13784. }
  13785. // Setup framebuffer
  13786. if ( isCube ) {
  13787. renderTargetProperties.__webglFramebuffer = [];
  13788. for ( var i = 0; i < 6; i ++ ) {
  13789. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13790. }
  13791. } else {
  13792. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13793. if ( isMultisample ) {
  13794. if ( isWebGL2 ) {
  13795. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13796. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13797. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13798. var glFormat = utils.convert( renderTarget.texture.format );
  13799. var glType = utils.convert( renderTarget.texture.type );
  13800. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13801. var samples = getRenderTargetSamples( renderTarget );
  13802. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13803. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13804. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13805. _gl.bindRenderbuffer( 36161, null );
  13806. if ( renderTarget.depthBuffer ) {
  13807. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13808. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13809. }
  13810. _gl.bindFramebuffer( 36160, null );
  13811. } else {
  13812. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13813. }
  13814. }
  13815. }
  13816. // Setup color buffer
  13817. if ( isCube ) {
  13818. state.bindTexture( 34067, textureProperties.__webglTexture );
  13819. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13820. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13821. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13822. }
  13823. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13824. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13825. }
  13826. state.bindTexture( 34067, null );
  13827. } else {
  13828. state.bindTexture( 3553, textureProperties.__webglTexture );
  13829. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13830. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13831. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13832. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13833. }
  13834. state.bindTexture( 3553, null );
  13835. }
  13836. // Setup depth and stencil buffers
  13837. if ( renderTarget.depthBuffer ) {
  13838. setupDepthRenderbuffer( renderTarget );
  13839. }
  13840. }
  13841. function updateRenderTargetMipmap( renderTarget ) {
  13842. var texture = renderTarget.texture;
  13843. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13844. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13845. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13846. var webglTexture = properties.get( texture ).__webglTexture;
  13847. state.bindTexture( target, webglTexture );
  13848. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13849. state.bindTexture( target, null );
  13850. }
  13851. }
  13852. function updateMultisampleRenderTarget( renderTarget ) {
  13853. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13854. if ( isWebGL2 ) {
  13855. var renderTargetProperties = properties.get( renderTarget );
  13856. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13857. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13858. var width = renderTarget.width;
  13859. var height = renderTarget.height;
  13860. var mask = 16384;
  13861. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13862. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13863. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13864. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13865. } else {
  13866. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13867. }
  13868. }
  13869. }
  13870. function getRenderTargetSamples( renderTarget ) {
  13871. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13872. Math.min( maxSamples, renderTarget.samples ) : 0;
  13873. }
  13874. function updateVideoTexture( texture ) {
  13875. var frame = info.render.frame;
  13876. // Check the last frame we updated the VideoTexture
  13877. if ( _videoTextures.get( texture ) !== frame ) {
  13878. _videoTextures.set( texture, frame );
  13879. texture.update();
  13880. }
  13881. }
  13882. // backwards compatibility
  13883. var warnedTexture2D = false;
  13884. var warnedTextureCube = false;
  13885. function safeSetTexture2D( texture, slot ) {
  13886. if ( texture && texture.isWebGLRenderTarget ) {
  13887. if ( warnedTexture2D === false ) {
  13888. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13889. warnedTexture2D = true;
  13890. }
  13891. texture = texture.texture;
  13892. }
  13893. setTexture2D( texture, slot );
  13894. }
  13895. function safeSetTextureCube( texture, slot ) {
  13896. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13897. if ( warnedTextureCube === false ) {
  13898. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13899. warnedTextureCube = true;
  13900. }
  13901. texture = texture.texture;
  13902. }
  13903. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13904. // TODO: unify these code paths
  13905. if ( ( texture && texture.isCubeTexture ) ||
  13906. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13907. // CompressedTexture can have Array in image :/
  13908. // this function alone should take care of cube textures
  13909. setTextureCube( texture, slot );
  13910. } else {
  13911. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13912. setTextureCubeDynamic( texture, slot );
  13913. }
  13914. }
  13915. //
  13916. this.allocateTextureUnit = allocateTextureUnit;
  13917. this.resetTextureUnits = resetTextureUnits;
  13918. this.setTexture2D = setTexture2D;
  13919. this.setTexture2DArray = setTexture2DArray;
  13920. this.setTexture3D = setTexture3D;
  13921. this.setTextureCube = setTextureCube;
  13922. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13923. this.setupRenderTarget = setupRenderTarget;
  13924. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13925. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13926. this.safeSetTexture2D = safeSetTexture2D;
  13927. this.safeSetTextureCube = safeSetTextureCube;
  13928. }
  13929. /**
  13930. * @author thespite / http://www.twitter.com/thespite
  13931. */
  13932. function WebGLUtils( gl, extensions, capabilities ) {
  13933. var isWebGL2 = capabilities.isWebGL2;
  13934. function convert( p ) {
  13935. var extension;
  13936. if ( p === UnsignedByteType ) { return 5121; }
  13937. if ( p === UnsignedShort4444Type ) { return 32819; }
  13938. if ( p === UnsignedShort5551Type ) { return 32820; }
  13939. if ( p === UnsignedShort565Type ) { return 33635; }
  13940. if ( p === ByteType ) { return 5120; }
  13941. if ( p === ShortType ) { return 5122; }
  13942. if ( p === UnsignedShortType ) { return 5123; }
  13943. if ( p === IntType ) { return 5124; }
  13944. if ( p === UnsignedIntType ) { return 5125; }
  13945. if ( p === FloatType ) { return 5126; }
  13946. if ( p === HalfFloatType ) {
  13947. if ( isWebGL2 ) { return 5131; }
  13948. extension = extensions.get( 'OES_texture_half_float' );
  13949. if ( extension !== null ) {
  13950. return extension.HALF_FLOAT_OES;
  13951. } else {
  13952. return null;
  13953. }
  13954. }
  13955. if ( p === AlphaFormat ) { return 6406; }
  13956. if ( p === RGBFormat ) { return 6407; }
  13957. if ( p === RGBAFormat ) { return 6408; }
  13958. if ( p === LuminanceFormat ) { return 6409; }
  13959. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13960. if ( p === DepthFormat ) { return 6402; }
  13961. if ( p === DepthStencilFormat ) { return 34041; }
  13962. if ( p === RedFormat ) { return 6403; }
  13963. // WebGL2 formats.
  13964. if ( p === RedIntegerFormat ) { return 36244; }
  13965. if ( p === RGFormat ) { return 33319; }
  13966. if ( p === RGIntegerFormat ) { return 33320; }
  13967. if ( p === RGBIntegerFormat ) { return 36248; }
  13968. if ( p === RGBAIntegerFormat ) { return 36249; }
  13969. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13970. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13971. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13972. if ( extension !== null ) {
  13973. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13974. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13975. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13976. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13977. } else {
  13978. return null;
  13979. }
  13980. }
  13981. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13982. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13983. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13984. if ( extension !== null ) {
  13985. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13986. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13987. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13988. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13989. } else {
  13990. return null;
  13991. }
  13992. }
  13993. if ( p === RGB_ETC1_Format ) {
  13994. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13995. if ( extension !== null ) {
  13996. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13997. } else {
  13998. return null;
  13999. }
  14000. }
  14001. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  14002. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  14003. if ( extension !== null ) {
  14004. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  14005. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  14006. }
  14007. }
  14008. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  14009. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  14010. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  14011. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  14012. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  14013. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  14014. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  14015. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  14016. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  14017. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  14018. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  14019. if ( extension !== null ) {
  14020. // TODO Complete?
  14021. return p;
  14022. } else {
  14023. return null;
  14024. }
  14025. }
  14026. if ( p === RGBA_BPTC_Format ) {
  14027. extension = extensions.get( 'EXT_texture_compression_bptc' );
  14028. if ( extension !== null ) {
  14029. // TODO Complete?
  14030. return p;
  14031. } else {
  14032. return null;
  14033. }
  14034. }
  14035. if ( p === UnsignedInt248Type ) {
  14036. if ( isWebGL2 ) { return 34042; }
  14037. extension = extensions.get( 'WEBGL_depth_texture' );
  14038. if ( extension !== null ) {
  14039. return extension.UNSIGNED_INT_24_8_WEBGL;
  14040. } else {
  14041. return null;
  14042. }
  14043. }
  14044. }
  14045. return { convert: convert };
  14046. }
  14047. /**
  14048. * @author mrdoob / http://mrdoob.com/
  14049. */
  14050. function ArrayCamera( array ) {
  14051. PerspectiveCamera.call( this );
  14052. this.cameras = array || [];
  14053. }
  14054. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  14055. constructor: ArrayCamera,
  14056. isArrayCamera: true
  14057. } );
  14058. /**
  14059. * @author mrdoob / http://mrdoob.com/
  14060. */
  14061. function Group() {
  14062. Object3D.call( this );
  14063. this.type = 'Group';
  14064. }
  14065. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14066. constructor: Group,
  14067. isGroup: true
  14068. } );
  14069. /**
  14070. * @author Mugen87 / https://github.com/Mugen87
  14071. */
  14072. function WebXRController() {
  14073. this._targetRay = null;
  14074. this._grip = null;
  14075. this._hand = null;
  14076. }
  14077. Object.assign( WebXRController.prototype, {
  14078. constructor: WebXRController,
  14079. getHandSpace: function () {
  14080. if ( this._hand === null ) {
  14081. this._hand = new Group();
  14082. this._hand.matrixAutoUpdate = false;
  14083. this._hand.visible = false;
  14084. this._hand.joints = [];
  14085. this._hand.inputState = { pinching: false };
  14086. if ( window.XRHand ) {
  14087. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  14088. // The transform of this joint will be updated with the joint pose on each frame
  14089. var joint = new Group();
  14090. joint.matrixAutoUpdate = false;
  14091. joint.visible = false;
  14092. this._hand.joints.push( joint );
  14093. // ??
  14094. this._hand.add( joint );
  14095. }
  14096. }
  14097. }
  14098. return this._hand;
  14099. },
  14100. getTargetRaySpace: function () {
  14101. if ( this._targetRay === null ) {
  14102. this._targetRay = new Group();
  14103. this._targetRay.matrixAutoUpdate = false;
  14104. this._targetRay.visible = false;
  14105. }
  14106. return this._targetRay;
  14107. },
  14108. getGripSpace: function () {
  14109. if ( this._grip === null ) {
  14110. this._grip = new Group();
  14111. this._grip.matrixAutoUpdate = false;
  14112. this._grip.visible = false;
  14113. }
  14114. return this._grip;
  14115. },
  14116. dispatchEvent: function ( event ) {
  14117. if ( this._targetRay !== null ) {
  14118. this._targetRay.dispatchEvent( event );
  14119. }
  14120. if ( this._grip !== null ) {
  14121. this._grip.dispatchEvent( event );
  14122. }
  14123. if ( this._hand !== null ) {
  14124. this._hand.dispatchEvent( event );
  14125. }
  14126. return this;
  14127. },
  14128. disconnect: function ( inputSource ) {
  14129. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14130. if ( this._targetRay !== null ) {
  14131. this._targetRay.visible = false;
  14132. }
  14133. if ( this._grip !== null ) {
  14134. this._grip.visible = false;
  14135. }
  14136. if ( this._hand !== null ) {
  14137. this._hand.visible = false;
  14138. }
  14139. return this;
  14140. },
  14141. update: function ( inputSource, frame, referenceSpace ) {
  14142. var inputPose = null;
  14143. var gripPose = null;
  14144. var handPose = null;
  14145. var targetRay = this._targetRay;
  14146. var grip = this._grip;
  14147. var hand = this._hand;
  14148. if ( inputSource ) {
  14149. if ( inputSource.hand ) {
  14150. handPose = true;
  14151. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  14152. if ( inputSource.hand[ i ] ) {
  14153. // Update the joints groups with the XRJoint poses
  14154. var jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );
  14155. var joint = hand.joints[ i ];
  14156. if ( jointPose !== null ) {
  14157. joint.matrix.fromArray( jointPose.transform.matrix );
  14158. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  14159. joint.jointRadius = jointPose.radius;
  14160. }
  14161. joint.visible = jointPose !== null;
  14162. // Custom events
  14163. // Check pinch
  14164. var indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];
  14165. var thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];
  14166. var distance = indexTip.position.distanceTo( thumbTip.position );
  14167. var distanceToPinch = 0.02;
  14168. var threshold = 0.005;
  14169. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  14170. hand.inputState.pinching = false;
  14171. this.dispatchEvent( {
  14172. type: "pinchend",
  14173. handedness: inputSource.handedness,
  14174. target: this
  14175. } );
  14176. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  14177. hand.inputState.pinching = true;
  14178. this.dispatchEvent( {
  14179. type: "pinchstart",
  14180. handedness: inputSource.handedness,
  14181. target: this
  14182. } );
  14183. }
  14184. }
  14185. }
  14186. } else {
  14187. if ( targetRay !== null ) {
  14188. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14189. if ( inputPose !== null ) {
  14190. targetRay.matrix.fromArray( inputPose.transform.matrix );
  14191. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  14192. }
  14193. }
  14194. if ( grip !== null && inputSource.gripSpace ) {
  14195. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14196. if ( gripPose !== null ) {
  14197. grip.matrix.fromArray( gripPose.transform.matrix );
  14198. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  14199. }
  14200. }
  14201. }
  14202. }
  14203. if ( targetRay !== null ) {
  14204. targetRay.visible = ( inputPose !== null );
  14205. }
  14206. if ( grip !== null ) {
  14207. grip.visible = ( gripPose !== null );
  14208. }
  14209. if ( hand !== null ) {
  14210. hand.visible = ( handPose !== null );
  14211. }
  14212. return this;
  14213. }
  14214. } );
  14215. /**
  14216. * @author mrdoob / http://mrdoob.com/
  14217. */
  14218. function WebXRManager( renderer, gl ) {
  14219. var scope = this;
  14220. var session = null;
  14221. var framebufferScaleFactor = 1.0;
  14222. var referenceSpace = null;
  14223. var referenceSpaceType = 'local-floor';
  14224. var pose = null;
  14225. var controllers = [];
  14226. var inputSourcesMap = new Map();
  14227. //
  14228. var cameraL = new PerspectiveCamera();
  14229. cameraL.layers.enable( 1 );
  14230. cameraL.viewport = new Vector4();
  14231. var cameraR = new PerspectiveCamera();
  14232. cameraR.layers.enable( 2 );
  14233. cameraR.viewport = new Vector4();
  14234. var cameras = [ cameraL, cameraR ];
  14235. var cameraVR = new ArrayCamera();
  14236. cameraVR.layers.enable( 1 );
  14237. cameraVR.layers.enable( 2 );
  14238. var _currentDepthNear = null;
  14239. var _currentDepthFar = null;
  14240. //
  14241. this.enabled = false;
  14242. this.isPresenting = false;
  14243. this.getController = function ( index ) {
  14244. var controller = controllers[ index ];
  14245. if ( controller === undefined ) {
  14246. controller = new WebXRController();
  14247. controllers[ index ] = controller;
  14248. }
  14249. return controller.getTargetRaySpace();
  14250. };
  14251. this.getControllerGrip = function ( index ) {
  14252. var controller = controllers[ index ];
  14253. if ( controller === undefined ) {
  14254. controller = new WebXRController();
  14255. controllers[ index ] = controller;
  14256. }
  14257. return controller.getGripSpace();
  14258. };
  14259. this.getHand = function ( index ) {
  14260. var controller = controllers[ index ];
  14261. if ( controller === undefined ) {
  14262. controller = new WebXRController();
  14263. controllers[ index ] = controller;
  14264. }
  14265. return controller.getHandSpace();
  14266. };
  14267. //
  14268. function onSessionEvent( event ) {
  14269. var controller = inputSourcesMap.get( event.inputSource );
  14270. if ( controller ) {
  14271. controller.dispatchEvent( { type: event.type } );
  14272. }
  14273. }
  14274. function onSessionEnd() {
  14275. inputSourcesMap.forEach( function ( controller, inputSource ) {
  14276. controller.disconnect( inputSource );
  14277. } );
  14278. inputSourcesMap.clear();
  14279. //
  14280. renderer.setFramebuffer( null );
  14281. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  14282. animation.stop();
  14283. scope.isPresenting = false;
  14284. scope.dispatchEvent( { type: 'sessionend' } );
  14285. }
  14286. function onRequestReferenceSpace( value ) {
  14287. referenceSpace = value;
  14288. animation.setContext( session );
  14289. animation.start();
  14290. scope.isPresenting = true;
  14291. scope.dispatchEvent( { type: 'sessionstart' } );
  14292. }
  14293. this.setFramebufferScaleFactor = function ( value ) {
  14294. framebufferScaleFactor = value;
  14295. if ( scope.isPresenting === true ) {
  14296. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14297. }
  14298. };
  14299. this.setReferenceSpaceType = function ( value ) {
  14300. referenceSpaceType = value;
  14301. if ( scope.isPresenting === true ) {
  14302. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14303. }
  14304. };
  14305. this.getReferenceSpace = function () {
  14306. return referenceSpace;
  14307. };
  14308. this.getSession = function () {
  14309. return session;
  14310. };
  14311. this.setSession = function ( value ) {
  14312. session = value;
  14313. if ( session !== null ) {
  14314. session.addEventListener( 'select', onSessionEvent );
  14315. session.addEventListener( 'selectstart', onSessionEvent );
  14316. session.addEventListener( 'selectend', onSessionEvent );
  14317. session.addEventListener( 'squeeze', onSessionEvent );
  14318. session.addEventListener( 'squeezestart', onSessionEvent );
  14319. session.addEventListener( 'squeezeend', onSessionEvent );
  14320. session.addEventListener( 'end', onSessionEnd );
  14321. var attributes = gl.getContextAttributes();
  14322. if ( attributes.xrCompatible !== true ) {
  14323. gl.makeXRCompatible();
  14324. }
  14325. var layerInit = {
  14326. antialias: attributes.antialias,
  14327. alpha: attributes.alpha,
  14328. depth: attributes.depth,
  14329. stencil: attributes.stencil,
  14330. framebufferScaleFactor: framebufferScaleFactor
  14331. };
  14332. // eslint-disable-next-line no-undef
  14333. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14334. session.updateRenderState( { baseLayer: baseLayer } );
  14335. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14336. //
  14337. session.addEventListener( 'inputsourceschange', updateInputSources );
  14338. }
  14339. };
  14340. function updateInputSources( event ) {
  14341. var inputSources = session.inputSources;
  14342. // Assign inputSources to available controllers
  14343. for ( var i = 0; i < controllers.length; i ++ ) {
  14344. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14345. }
  14346. // Notify disconnected
  14347. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14348. var inputSource = event.removed[ i$1 ];
  14349. var controller = inputSourcesMap.get( inputSource );
  14350. if ( controller ) {
  14351. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14352. inputSourcesMap.delete( inputSource );
  14353. }
  14354. }
  14355. // Notify connected
  14356. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14357. var inputSource$1 = event.added[ i$2 ];
  14358. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14359. if ( controller$1 ) {
  14360. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14361. }
  14362. }
  14363. }
  14364. //
  14365. var cameraLPos = new Vector3();
  14366. var cameraRPos = new Vector3();
  14367. /**
  14368. * @author jsantell / https://www.jsantell.com/
  14369. *
  14370. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14371. * the cameras' projection and world matrices have already been set.
  14372. * And that near and far planes are identical for both cameras.
  14373. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14374. */
  14375. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14376. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14377. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14378. var ipd = cameraLPos.distanceTo( cameraRPos );
  14379. var projL = cameraL.projectionMatrix.elements;
  14380. var projR = cameraR.projectionMatrix.elements;
  14381. // VR systems will have identical far and near planes, and
  14382. // most likely identical top and bottom frustum extents.
  14383. // Use the left camera for these values.
  14384. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14385. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14386. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14387. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14388. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14389. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14390. var left = near * leftFov;
  14391. var right = near * rightFov;
  14392. // Calculate the new camera's position offset from the
  14393. // left camera. xOffset should be roughly half `ipd`.
  14394. var zOffset = ipd / ( - leftFov + rightFov );
  14395. var xOffset = zOffset * - leftFov;
  14396. // TODO: Better way to apply this offset?
  14397. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14398. camera.translateX( xOffset );
  14399. camera.translateZ( zOffset );
  14400. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14401. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14402. // Find the union of the frustum values of the cameras and scale
  14403. // the values so that the near plane's position does not change in world space,
  14404. // although must now be relative to the new union camera.
  14405. var near2 = near + zOffset;
  14406. var far2 = far + zOffset;
  14407. var left2 = left - xOffset;
  14408. var right2 = right + ( ipd - xOffset );
  14409. var top2 = topFov * far / far2 * near2;
  14410. var bottom2 = bottomFov * far / far2 * near2;
  14411. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14412. }
  14413. function updateCamera( camera, parent ) {
  14414. if ( parent === null ) {
  14415. camera.matrixWorld.copy( camera.matrix );
  14416. } else {
  14417. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14418. }
  14419. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14420. }
  14421. this.getCamera = function ( camera ) {
  14422. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14423. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14424. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14425. // Note that the new renderState won't apply until the next frame. See #18320
  14426. session.updateRenderState( {
  14427. depthNear: cameraVR.near,
  14428. depthFar: cameraVR.far
  14429. } );
  14430. _currentDepthNear = cameraVR.near;
  14431. _currentDepthFar = cameraVR.far;
  14432. }
  14433. var parent = camera.parent;
  14434. var cameras = cameraVR.cameras;
  14435. updateCamera( cameraVR, parent );
  14436. for ( var i = 0; i < cameras.length; i ++ ) {
  14437. updateCamera( cameras[ i ], parent );
  14438. }
  14439. // update camera and its children
  14440. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14441. var children = camera.children;
  14442. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14443. children[ i$1 ].updateMatrixWorld( true );
  14444. }
  14445. // update projection matrix for proper view frustum culling
  14446. if ( cameras.length === 2 ) {
  14447. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14448. } else {
  14449. // assume single camera setup (AR)
  14450. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14451. }
  14452. return cameraVR;
  14453. };
  14454. // Animation Loop
  14455. var onAnimationFrameCallback = null;
  14456. function onAnimationFrame( time, frame ) {
  14457. pose = frame.getViewerPose( referenceSpace );
  14458. if ( pose !== null ) {
  14459. var views = pose.views;
  14460. var baseLayer = session.renderState.baseLayer;
  14461. renderer.setFramebuffer( baseLayer.framebuffer );
  14462. var cameraVRNeedsUpdate = false;
  14463. // check if it's necessary to rebuild cameraVR's camera list
  14464. if ( views.length !== cameraVR.cameras.length ) {
  14465. cameraVR.cameras.length = 0;
  14466. cameraVRNeedsUpdate = true;
  14467. }
  14468. for ( var i = 0; i < views.length; i ++ ) {
  14469. var view = views[ i ];
  14470. var viewport = baseLayer.getViewport( view );
  14471. var camera = cameras[ i ];
  14472. camera.matrix.fromArray( view.transform.matrix );
  14473. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14474. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14475. if ( i === 0 ) {
  14476. cameraVR.matrix.copy( camera.matrix );
  14477. }
  14478. if ( cameraVRNeedsUpdate === true ) {
  14479. cameraVR.cameras.push( camera );
  14480. }
  14481. }
  14482. }
  14483. //
  14484. var inputSources = session.inputSources;
  14485. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14486. var controller = controllers[ i$1 ];
  14487. var inputSource = inputSources[ i$1 ];
  14488. controller.update( inputSource, frame, referenceSpace );
  14489. }
  14490. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14491. }
  14492. var animation = new WebGLAnimation();
  14493. animation.setAnimationLoop( onAnimationFrame );
  14494. this.setAnimationLoop = function ( callback ) {
  14495. onAnimationFrameCallback = callback;
  14496. };
  14497. this.dispose = function () {};
  14498. }
  14499. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14500. /**
  14501. * @author mrdoob / http://mrdoob.com/
  14502. */
  14503. function WebGLMaterials( properties ) {
  14504. function refreshFogUniforms( uniforms, fog ) {
  14505. uniforms.fogColor.value.copy( fog.color );
  14506. if ( fog.isFog ) {
  14507. uniforms.fogNear.value = fog.near;
  14508. uniforms.fogFar.value = fog.far;
  14509. } else if ( fog.isFogExp2 ) {
  14510. uniforms.fogDensity.value = fog.density;
  14511. }
  14512. }
  14513. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14514. if ( material.isMeshBasicMaterial ) {
  14515. refreshUniformsCommon( uniforms, material );
  14516. } else if ( material.isMeshLambertMaterial ) {
  14517. refreshUniformsCommon( uniforms, material );
  14518. refreshUniformsLambert( uniforms, material );
  14519. } else if ( material.isMeshToonMaterial ) {
  14520. refreshUniformsCommon( uniforms, material );
  14521. refreshUniformsToon( uniforms, material );
  14522. } else if ( material.isMeshPhongMaterial ) {
  14523. refreshUniformsCommon( uniforms, material );
  14524. refreshUniformsPhong( uniforms, material );
  14525. } else if ( material.isMeshStandardMaterial ) {
  14526. refreshUniformsCommon( uniforms, material, environment );
  14527. if ( material.isMeshPhysicalMaterial ) {
  14528. refreshUniformsPhysical( uniforms, material, environment );
  14529. } else {
  14530. refreshUniformsStandard( uniforms, material, environment );
  14531. }
  14532. } else if ( material.isMeshMatcapMaterial ) {
  14533. refreshUniformsCommon( uniforms, material );
  14534. refreshUniformsMatcap( uniforms, material );
  14535. } else if ( material.isMeshDepthMaterial ) {
  14536. refreshUniformsCommon( uniforms, material );
  14537. refreshUniformsDepth( uniforms, material );
  14538. } else if ( material.isMeshDistanceMaterial ) {
  14539. refreshUniformsCommon( uniforms, material );
  14540. refreshUniformsDistance( uniforms, material );
  14541. } else if ( material.isMeshNormalMaterial ) {
  14542. refreshUniformsCommon( uniforms, material );
  14543. refreshUniformsNormal( uniforms, material );
  14544. } else if ( material.isLineBasicMaterial ) {
  14545. refreshUniformsLine( uniforms, material );
  14546. if ( material.isLineDashedMaterial ) {
  14547. refreshUniformsDash( uniforms, material );
  14548. }
  14549. } else if ( material.isPointsMaterial ) {
  14550. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14551. } else if ( material.isSpriteMaterial ) {
  14552. refreshUniformsSprites( uniforms, material );
  14553. } else if ( material.isShadowMaterial ) {
  14554. uniforms.color.value.copy( material.color );
  14555. uniforms.opacity.value = material.opacity;
  14556. } else if ( material.isShaderMaterial ) {
  14557. material.uniformsNeedUpdate = false; // #15581
  14558. }
  14559. }
  14560. function refreshUniformsCommon( uniforms, material, environment ) {
  14561. uniforms.opacity.value = material.opacity;
  14562. if ( material.color ) {
  14563. uniforms.diffuse.value.copy( material.color );
  14564. }
  14565. if ( material.emissive ) {
  14566. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14567. }
  14568. if ( material.map ) {
  14569. uniforms.map.value = material.map;
  14570. }
  14571. if ( material.alphaMap ) {
  14572. uniforms.alphaMap.value = material.alphaMap;
  14573. }
  14574. if ( material.specularMap ) {
  14575. uniforms.specularMap.value = material.specularMap;
  14576. }
  14577. var envMap = material.envMap || environment;
  14578. if ( envMap ) {
  14579. uniforms.envMap.value = envMap;
  14580. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14581. uniforms.reflectivity.value = material.reflectivity;
  14582. uniforms.refractionRatio.value = material.refractionRatio;
  14583. var maxMipLevel = properties.get( envMap ).__maxMipLevel;
  14584. if ( maxMipLevel !== undefined ) {
  14585. uniforms.maxMipLevel.value = maxMipLevel;
  14586. }
  14587. }
  14588. if ( material.lightMap ) {
  14589. uniforms.lightMap.value = material.lightMap;
  14590. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14591. }
  14592. if ( material.aoMap ) {
  14593. uniforms.aoMap.value = material.aoMap;
  14594. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14595. }
  14596. // uv repeat and offset setting priorities
  14597. // 1. color map
  14598. // 2. specular map
  14599. // 3. normal map
  14600. // 4. bump map
  14601. // 5. alpha map
  14602. // 6. emissive map
  14603. var uvScaleMap;
  14604. if ( material.map ) {
  14605. uvScaleMap = material.map;
  14606. } else if ( material.specularMap ) {
  14607. uvScaleMap = material.specularMap;
  14608. } else if ( material.displacementMap ) {
  14609. uvScaleMap = material.displacementMap;
  14610. } else if ( material.normalMap ) {
  14611. uvScaleMap = material.normalMap;
  14612. } else if ( material.bumpMap ) {
  14613. uvScaleMap = material.bumpMap;
  14614. } else if ( material.roughnessMap ) {
  14615. uvScaleMap = material.roughnessMap;
  14616. } else if ( material.metalnessMap ) {
  14617. uvScaleMap = material.metalnessMap;
  14618. } else if ( material.alphaMap ) {
  14619. uvScaleMap = material.alphaMap;
  14620. } else if ( material.emissiveMap ) {
  14621. uvScaleMap = material.emissiveMap;
  14622. }
  14623. if ( uvScaleMap !== undefined ) {
  14624. // backwards compatibility
  14625. if ( uvScaleMap.isWebGLRenderTarget ) {
  14626. uvScaleMap = uvScaleMap.texture;
  14627. }
  14628. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14629. uvScaleMap.updateMatrix();
  14630. }
  14631. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14632. }
  14633. // uv repeat and offset setting priorities for uv2
  14634. // 1. ao map
  14635. // 2. light map
  14636. var uv2ScaleMap;
  14637. if ( material.aoMap ) {
  14638. uv2ScaleMap = material.aoMap;
  14639. } else if ( material.lightMap ) {
  14640. uv2ScaleMap = material.lightMap;
  14641. }
  14642. if ( uv2ScaleMap !== undefined ) {
  14643. // backwards compatibility
  14644. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14645. uv2ScaleMap = uv2ScaleMap.texture;
  14646. }
  14647. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14648. uv2ScaleMap.updateMatrix();
  14649. }
  14650. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14651. }
  14652. }
  14653. function refreshUniformsLine( uniforms, material ) {
  14654. uniforms.diffuse.value.copy( material.color );
  14655. uniforms.opacity.value = material.opacity;
  14656. }
  14657. function refreshUniformsDash( uniforms, material ) {
  14658. uniforms.dashSize.value = material.dashSize;
  14659. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14660. uniforms.scale.value = material.scale;
  14661. }
  14662. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14663. uniforms.diffuse.value.copy( material.color );
  14664. uniforms.opacity.value = material.opacity;
  14665. uniforms.size.value = material.size * pixelRatio;
  14666. uniforms.scale.value = height * 0.5;
  14667. if ( material.map ) {
  14668. uniforms.map.value = material.map;
  14669. }
  14670. if ( material.alphaMap ) {
  14671. uniforms.alphaMap.value = material.alphaMap;
  14672. }
  14673. // uv repeat and offset setting priorities
  14674. // 1. color map
  14675. // 2. alpha map
  14676. var uvScaleMap;
  14677. if ( material.map ) {
  14678. uvScaleMap = material.map;
  14679. } else if ( material.alphaMap ) {
  14680. uvScaleMap = material.alphaMap;
  14681. }
  14682. if ( uvScaleMap !== undefined ) {
  14683. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14684. uvScaleMap.updateMatrix();
  14685. }
  14686. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14687. }
  14688. }
  14689. function refreshUniformsSprites( uniforms, material ) {
  14690. uniforms.diffuse.value.copy( material.color );
  14691. uniforms.opacity.value = material.opacity;
  14692. uniforms.rotation.value = material.rotation;
  14693. if ( material.map ) {
  14694. uniforms.map.value = material.map;
  14695. }
  14696. if ( material.alphaMap ) {
  14697. uniforms.alphaMap.value = material.alphaMap;
  14698. }
  14699. // uv repeat and offset setting priorities
  14700. // 1. color map
  14701. // 2. alpha map
  14702. var uvScaleMap;
  14703. if ( material.map ) {
  14704. uvScaleMap = material.map;
  14705. } else if ( material.alphaMap ) {
  14706. uvScaleMap = material.alphaMap;
  14707. }
  14708. if ( uvScaleMap !== undefined ) {
  14709. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14710. uvScaleMap.updateMatrix();
  14711. }
  14712. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14713. }
  14714. }
  14715. function refreshUniformsLambert( uniforms, material ) {
  14716. if ( material.emissiveMap ) {
  14717. uniforms.emissiveMap.value = material.emissiveMap;
  14718. }
  14719. }
  14720. function refreshUniformsPhong( uniforms, material ) {
  14721. uniforms.specular.value.copy( material.specular );
  14722. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14723. if ( material.emissiveMap ) {
  14724. uniforms.emissiveMap.value = material.emissiveMap;
  14725. }
  14726. if ( material.bumpMap ) {
  14727. uniforms.bumpMap.value = material.bumpMap;
  14728. uniforms.bumpScale.value = material.bumpScale;
  14729. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14730. }
  14731. if ( material.normalMap ) {
  14732. uniforms.normalMap.value = material.normalMap;
  14733. uniforms.normalScale.value.copy( material.normalScale );
  14734. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14735. }
  14736. if ( material.displacementMap ) {
  14737. uniforms.displacementMap.value = material.displacementMap;
  14738. uniforms.displacementScale.value = material.displacementScale;
  14739. uniforms.displacementBias.value = material.displacementBias;
  14740. }
  14741. }
  14742. function refreshUniformsToon( uniforms, material ) {
  14743. if ( material.gradientMap ) {
  14744. uniforms.gradientMap.value = material.gradientMap;
  14745. }
  14746. if ( material.emissiveMap ) {
  14747. uniforms.emissiveMap.value = material.emissiveMap;
  14748. }
  14749. if ( material.bumpMap ) {
  14750. uniforms.bumpMap.value = material.bumpMap;
  14751. uniforms.bumpScale.value = material.bumpScale;
  14752. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14753. }
  14754. if ( material.normalMap ) {
  14755. uniforms.normalMap.value = material.normalMap;
  14756. uniforms.normalScale.value.copy( material.normalScale );
  14757. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14758. }
  14759. if ( material.displacementMap ) {
  14760. uniforms.displacementMap.value = material.displacementMap;
  14761. uniforms.displacementScale.value = material.displacementScale;
  14762. uniforms.displacementBias.value = material.displacementBias;
  14763. }
  14764. }
  14765. function refreshUniformsStandard( uniforms, material, environment ) {
  14766. uniforms.roughness.value = material.roughness;
  14767. uniforms.metalness.value = material.metalness;
  14768. if ( material.roughnessMap ) {
  14769. uniforms.roughnessMap.value = material.roughnessMap;
  14770. }
  14771. if ( material.metalnessMap ) {
  14772. uniforms.metalnessMap.value = material.metalnessMap;
  14773. }
  14774. if ( material.emissiveMap ) {
  14775. uniforms.emissiveMap.value = material.emissiveMap;
  14776. }
  14777. if ( material.bumpMap ) {
  14778. uniforms.bumpMap.value = material.bumpMap;
  14779. uniforms.bumpScale.value = material.bumpScale;
  14780. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14781. }
  14782. if ( material.normalMap ) {
  14783. uniforms.normalMap.value = material.normalMap;
  14784. uniforms.normalScale.value.copy( material.normalScale );
  14785. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14786. }
  14787. if ( material.displacementMap ) {
  14788. uniforms.displacementMap.value = material.displacementMap;
  14789. uniforms.displacementScale.value = material.displacementScale;
  14790. uniforms.displacementBias.value = material.displacementBias;
  14791. }
  14792. if ( material.envMap || environment ) {
  14793. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14794. uniforms.envMapIntensity.value = material.envMapIntensity;
  14795. }
  14796. }
  14797. function refreshUniformsPhysical( uniforms, material, environment ) {
  14798. refreshUniformsStandard( uniforms, material, environment );
  14799. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14800. uniforms.clearcoat.value = material.clearcoat;
  14801. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14802. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14803. if ( material.clearcoatMap ) {
  14804. uniforms.clearcoatMap.value = material.clearcoatMap;
  14805. }
  14806. if ( material.clearcoatRoughnessMap ) {
  14807. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14808. }
  14809. if ( material.clearcoatNormalMap ) {
  14810. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14811. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14812. if ( material.side === BackSide ) {
  14813. uniforms.clearcoatNormalScale.value.negate();
  14814. }
  14815. }
  14816. uniforms.transmission.value = material.transmission;
  14817. if ( material.transmissionMap ) {
  14818. uniforms.transmissionMap.value = material.transmissionMap;
  14819. }
  14820. }
  14821. function refreshUniformsMatcap( uniforms, material ) {
  14822. if ( material.matcap ) {
  14823. uniforms.matcap.value = material.matcap;
  14824. }
  14825. if ( material.bumpMap ) {
  14826. uniforms.bumpMap.value = material.bumpMap;
  14827. uniforms.bumpScale.value = material.bumpScale;
  14828. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14829. }
  14830. if ( material.normalMap ) {
  14831. uniforms.normalMap.value = material.normalMap;
  14832. uniforms.normalScale.value.copy( material.normalScale );
  14833. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14834. }
  14835. if ( material.displacementMap ) {
  14836. uniforms.displacementMap.value = material.displacementMap;
  14837. uniforms.displacementScale.value = material.displacementScale;
  14838. uniforms.displacementBias.value = material.displacementBias;
  14839. }
  14840. }
  14841. function refreshUniformsDepth( uniforms, material ) {
  14842. if ( material.displacementMap ) {
  14843. uniforms.displacementMap.value = material.displacementMap;
  14844. uniforms.displacementScale.value = material.displacementScale;
  14845. uniforms.displacementBias.value = material.displacementBias;
  14846. }
  14847. }
  14848. function refreshUniformsDistance( uniforms, material ) {
  14849. if ( material.displacementMap ) {
  14850. uniforms.displacementMap.value = material.displacementMap;
  14851. uniforms.displacementScale.value = material.displacementScale;
  14852. uniforms.displacementBias.value = material.displacementBias;
  14853. }
  14854. uniforms.referencePosition.value.copy( material.referencePosition );
  14855. uniforms.nearDistance.value = material.nearDistance;
  14856. uniforms.farDistance.value = material.farDistance;
  14857. }
  14858. function refreshUniformsNormal( uniforms, material ) {
  14859. if ( material.bumpMap ) {
  14860. uniforms.bumpMap.value = material.bumpMap;
  14861. uniforms.bumpScale.value = material.bumpScale;
  14862. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14863. }
  14864. if ( material.normalMap ) {
  14865. uniforms.normalMap.value = material.normalMap;
  14866. uniforms.normalScale.value.copy( material.normalScale );
  14867. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14868. }
  14869. if ( material.displacementMap ) {
  14870. uniforms.displacementMap.value = material.displacementMap;
  14871. uniforms.displacementScale.value = material.displacementScale;
  14872. uniforms.displacementBias.value = material.displacementBias;
  14873. }
  14874. }
  14875. return {
  14876. refreshFogUniforms: refreshFogUniforms,
  14877. refreshMaterialUniforms: refreshMaterialUniforms
  14878. };
  14879. }
  14880. /**
  14881. * @author supereggbert / http://www.paulbrunt.co.uk/
  14882. * @author mrdoob / http://mrdoob.com/
  14883. * @author alteredq / http://alteredqualia.com/
  14884. * @author szimek / https://github.com/szimek/
  14885. * @author tschw
  14886. */
  14887. function WebGLRenderer( parameters ) {
  14888. parameters = parameters || {};
  14889. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14890. _context = parameters.context !== undefined ? parameters.context : null,
  14891. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14892. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14893. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14894. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14895. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14896. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14897. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14898. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14899. var currentRenderList = null;
  14900. var currentRenderState = null;
  14901. // public properties
  14902. this.domElement = _canvas;
  14903. // Debug configuration container
  14904. this.debug = {
  14905. /**
  14906. * Enables error checking and reporting when shader programs are being compiled
  14907. * @type {boolean}
  14908. */
  14909. checkShaderErrors: true
  14910. };
  14911. // clearing
  14912. this.autoClear = true;
  14913. this.autoClearColor = true;
  14914. this.autoClearDepth = true;
  14915. this.autoClearStencil = true;
  14916. // scene graph
  14917. this.sortObjects = true;
  14918. // user-defined clipping
  14919. this.clippingPlanes = [];
  14920. this.localClippingEnabled = false;
  14921. // physically based shading
  14922. this.gammaFactor = 2.0; // for backwards compatibility
  14923. this.outputEncoding = LinearEncoding;
  14924. // physical lights
  14925. this.physicallyCorrectLights = false;
  14926. // tone mapping
  14927. this.toneMapping = NoToneMapping;
  14928. this.toneMappingExposure = 1.0;
  14929. // morphs
  14930. this.maxMorphTargets = 8;
  14931. this.maxMorphNormals = 4;
  14932. // internal properties
  14933. var _this = this;
  14934. var _isContextLost = false;
  14935. // internal state cache
  14936. var _framebuffer = null;
  14937. var _currentActiveCubeFace = 0;
  14938. var _currentActiveMipmapLevel = 0;
  14939. var _currentRenderTarget = null;
  14940. var _currentFramebuffer = null;
  14941. var _currentMaterialId = - 1;
  14942. var _currentCamera = null;
  14943. var _currentArrayCamera = null;
  14944. var _currentViewport = new Vector4();
  14945. var _currentScissor = new Vector4();
  14946. var _currentScissorTest = null;
  14947. //
  14948. var _width = _canvas.width;
  14949. var _height = _canvas.height;
  14950. var _pixelRatio = 1;
  14951. var _opaqueSort = null;
  14952. var _transparentSort = null;
  14953. var _viewport = new Vector4( 0, 0, _width, _height );
  14954. var _scissor = new Vector4( 0, 0, _width, _height );
  14955. var _scissorTest = false;
  14956. // frustum
  14957. var _frustum = new Frustum();
  14958. // clipping
  14959. var _clipping = new WebGLClipping();
  14960. var _clippingEnabled = false;
  14961. var _localClippingEnabled = false;
  14962. // camera matrices cache
  14963. var _projScreenMatrix = new Matrix4();
  14964. var _vector3 = new Vector3();
  14965. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14966. function getTargetPixelRatio() {
  14967. return _currentRenderTarget === null ? _pixelRatio : 1;
  14968. }
  14969. // initialize
  14970. var _gl = _context;
  14971. function getContext( contextNames, contextAttributes ) {
  14972. for ( var i = 0; i < contextNames.length; i ++ ) {
  14973. var contextName = contextNames[ i ];
  14974. var context = _canvas.getContext( contextName, contextAttributes );
  14975. if ( context !== null ) { return context; }
  14976. }
  14977. return null;
  14978. }
  14979. try {
  14980. var contextAttributes = {
  14981. alpha: _alpha,
  14982. depth: _depth,
  14983. stencil: _stencil,
  14984. antialias: _antialias,
  14985. premultipliedAlpha: _premultipliedAlpha,
  14986. preserveDrawingBuffer: _preserveDrawingBuffer,
  14987. powerPreference: _powerPreference,
  14988. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14989. };
  14990. // event listeners must be registered before WebGL context is created, see #12753
  14991. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14992. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14993. if ( _gl === null ) {
  14994. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14995. if ( _this.isWebGL1Renderer === true ) {
  14996. contextNames.shift();
  14997. }
  14998. _gl = getContext( contextNames, contextAttributes );
  14999. if ( _gl === null ) {
  15000. if ( getContext( contextNames ) ) {
  15001. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  15002. } else {
  15003. throw new Error( 'Error creating WebGL context.' );
  15004. }
  15005. }
  15006. }
  15007. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  15008. if ( _gl.getShaderPrecisionFormat === undefined ) {
  15009. _gl.getShaderPrecisionFormat = function () {
  15010. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  15011. };
  15012. }
  15013. } catch ( error ) {
  15014. console.error( 'THREE.WebGLRenderer: ' + error.message );
  15015. throw error;
  15016. }
  15017. var extensions, capabilities, state, info;
  15018. var properties, textures, attributes, geometries, objects;
  15019. var programCache, materials, renderLists, renderStates;
  15020. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  15021. var utils, bindingStates;
  15022. function initGLContext() {
  15023. extensions = new WebGLExtensions( _gl );
  15024. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  15025. if ( capabilities.isWebGL2 === false ) {
  15026. extensions.get( 'WEBGL_depth_texture' );
  15027. extensions.get( 'OES_texture_float' );
  15028. extensions.get( 'OES_texture_half_float' );
  15029. extensions.get( 'OES_texture_half_float_linear' );
  15030. extensions.get( 'OES_standard_derivatives' );
  15031. extensions.get( 'OES_element_index_uint' );
  15032. extensions.get( 'OES_vertex_array_object' );
  15033. extensions.get( 'ANGLE_instanced_arrays' );
  15034. }
  15035. extensions.get( 'OES_texture_float_linear' );
  15036. utils = new WebGLUtils( _gl, extensions, capabilities );
  15037. state = new WebGLState( _gl, extensions, capabilities );
  15038. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15039. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15040. info = new WebGLInfo( _gl );
  15041. properties = new WebGLProperties();
  15042. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  15043. attributes = new WebGLAttributes( _gl, capabilities );
  15044. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  15045. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  15046. objects = new WebGLObjects( _gl, geometries, attributes, info );
  15047. morphtargets = new WebGLMorphtargets( _gl );
  15048. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  15049. materials = new WebGLMaterials( properties );
  15050. renderLists = new WebGLRenderLists( properties );
  15051. renderStates = new WebGLRenderStates();
  15052. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  15053. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  15054. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  15055. info.programs = programCache.programs;
  15056. _this.capabilities = capabilities;
  15057. _this.extensions = extensions;
  15058. _this.properties = properties;
  15059. _this.renderLists = renderLists;
  15060. _this.state = state;
  15061. _this.info = info;
  15062. }
  15063. initGLContext();
  15064. // xr
  15065. var xr = new WebXRManager( _this, _gl );
  15066. this.xr = xr;
  15067. // shadow map
  15068. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  15069. this.shadowMap = shadowMap;
  15070. // API
  15071. this.getContext = function () {
  15072. return _gl;
  15073. };
  15074. this.getContextAttributes = function () {
  15075. return _gl.getContextAttributes();
  15076. };
  15077. this.forceContextLoss = function () {
  15078. var extension = extensions.get( 'WEBGL_lose_context' );
  15079. if ( extension ) { extension.loseContext(); }
  15080. };
  15081. this.forceContextRestore = function () {
  15082. var extension = extensions.get( 'WEBGL_lose_context' );
  15083. if ( extension ) { extension.restoreContext(); }
  15084. };
  15085. this.getPixelRatio = function () {
  15086. return _pixelRatio;
  15087. };
  15088. this.setPixelRatio = function ( value ) {
  15089. if ( value === undefined ) { return; }
  15090. _pixelRatio = value;
  15091. this.setSize( _width, _height, false );
  15092. };
  15093. this.getSize = function ( target ) {
  15094. if ( target === undefined ) {
  15095. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  15096. target = new Vector2();
  15097. }
  15098. return target.set( _width, _height );
  15099. };
  15100. this.setSize = function ( width, height, updateStyle ) {
  15101. if ( xr.isPresenting ) {
  15102. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  15103. return;
  15104. }
  15105. _width = width;
  15106. _height = height;
  15107. _canvas.width = Math.floor( width * _pixelRatio );
  15108. _canvas.height = Math.floor( height * _pixelRatio );
  15109. if ( updateStyle !== false ) {
  15110. _canvas.style.width = width + 'px';
  15111. _canvas.style.height = height + 'px';
  15112. }
  15113. this.setViewport( 0, 0, width, height );
  15114. };
  15115. this.getDrawingBufferSize = function ( target ) {
  15116. if ( target === undefined ) {
  15117. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  15118. target = new Vector2();
  15119. }
  15120. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  15121. };
  15122. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  15123. _width = width;
  15124. _height = height;
  15125. _pixelRatio = pixelRatio;
  15126. _canvas.width = Math.floor( width * pixelRatio );
  15127. _canvas.height = Math.floor( height * pixelRatio );
  15128. this.setViewport( 0, 0, width, height );
  15129. };
  15130. this.getCurrentViewport = function ( target ) {
  15131. if ( target === undefined ) {
  15132. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  15133. target = new Vector4();
  15134. }
  15135. return target.copy( _currentViewport );
  15136. };
  15137. this.getViewport = function ( target ) {
  15138. return target.copy( _viewport );
  15139. };
  15140. this.setViewport = function ( x, y, width, height ) {
  15141. if ( x.isVector4 ) {
  15142. _viewport.set( x.x, x.y, x.z, x.w );
  15143. } else {
  15144. _viewport.set( x, y, width, height );
  15145. }
  15146. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15147. };
  15148. this.getScissor = function ( target ) {
  15149. return target.copy( _scissor );
  15150. };
  15151. this.setScissor = function ( x, y, width, height ) {
  15152. if ( x.isVector4 ) {
  15153. _scissor.set( x.x, x.y, x.z, x.w );
  15154. } else {
  15155. _scissor.set( x, y, width, height );
  15156. }
  15157. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15158. };
  15159. this.getScissorTest = function () {
  15160. return _scissorTest;
  15161. };
  15162. this.setScissorTest = function ( boolean ) {
  15163. state.setScissorTest( _scissorTest = boolean );
  15164. };
  15165. this.setOpaqueSort = function ( method ) {
  15166. _opaqueSort = method;
  15167. };
  15168. this.setTransparentSort = function ( method ) {
  15169. _transparentSort = method;
  15170. };
  15171. // Clearing
  15172. this.getClearColor = function () {
  15173. return background.getClearColor();
  15174. };
  15175. this.setClearColor = function () {
  15176. background.setClearColor.apply( background, arguments );
  15177. };
  15178. this.getClearAlpha = function () {
  15179. return background.getClearAlpha();
  15180. };
  15181. this.setClearAlpha = function () {
  15182. background.setClearAlpha.apply( background, arguments );
  15183. };
  15184. this.clear = function ( color, depth, stencil ) {
  15185. var bits = 0;
  15186. if ( color === undefined || color ) { bits |= 16384; }
  15187. if ( depth === undefined || depth ) { bits |= 256; }
  15188. if ( stencil === undefined || stencil ) { bits |= 1024; }
  15189. _gl.clear( bits );
  15190. };
  15191. this.clearColor = function () {
  15192. this.clear( true, false, false );
  15193. };
  15194. this.clearDepth = function () {
  15195. this.clear( false, true, false );
  15196. };
  15197. this.clearStencil = function () {
  15198. this.clear( false, false, true );
  15199. };
  15200. //
  15201. this.dispose = function () {
  15202. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  15203. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  15204. renderLists.dispose();
  15205. renderStates.dispose();
  15206. properties.dispose();
  15207. objects.dispose();
  15208. bindingStates.dispose();
  15209. xr.dispose();
  15210. animation.stop();
  15211. };
  15212. // Events
  15213. function onContextLost( event ) {
  15214. event.preventDefault();
  15215. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  15216. _isContextLost = true;
  15217. }
  15218. function onContextRestore( /* event */ ) {
  15219. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  15220. _isContextLost = false;
  15221. initGLContext();
  15222. }
  15223. function onMaterialDispose( event ) {
  15224. var material = event.target;
  15225. material.removeEventListener( 'dispose', onMaterialDispose );
  15226. deallocateMaterial( material );
  15227. }
  15228. // Buffer deallocation
  15229. function deallocateMaterial( material ) {
  15230. releaseMaterialProgramReference( material );
  15231. properties.remove( material );
  15232. }
  15233. function releaseMaterialProgramReference( material ) {
  15234. var programInfo = properties.get( material ).program;
  15235. if ( programInfo !== undefined ) {
  15236. programCache.releaseProgram( programInfo );
  15237. }
  15238. }
  15239. // Buffer rendering
  15240. function renderObjectImmediate( object, program ) {
  15241. object.render( function ( object ) {
  15242. _this.renderBufferImmediate( object, program );
  15243. } );
  15244. }
  15245. this.renderBufferImmediate = function ( object, program ) {
  15246. bindingStates.initAttributes();
  15247. var buffers = properties.get( object );
  15248. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  15249. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  15250. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  15251. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  15252. var programAttributes = program.getAttributes();
  15253. if ( object.hasPositions ) {
  15254. _gl.bindBuffer( 34962, buffers.position );
  15255. _gl.bufferData( 34962, object.positionArray, 35048 );
  15256. bindingStates.enableAttribute( programAttributes.position );
  15257. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  15258. }
  15259. if ( object.hasNormals ) {
  15260. _gl.bindBuffer( 34962, buffers.normal );
  15261. _gl.bufferData( 34962, object.normalArray, 35048 );
  15262. bindingStates.enableAttribute( programAttributes.normal );
  15263. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  15264. }
  15265. if ( object.hasUvs ) {
  15266. _gl.bindBuffer( 34962, buffers.uv );
  15267. _gl.bufferData( 34962, object.uvArray, 35048 );
  15268. bindingStates.enableAttribute( programAttributes.uv );
  15269. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  15270. }
  15271. if ( object.hasColors ) {
  15272. _gl.bindBuffer( 34962, buffers.color );
  15273. _gl.bufferData( 34962, object.colorArray, 35048 );
  15274. bindingStates.enableAttribute( programAttributes.color );
  15275. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  15276. }
  15277. bindingStates.disableUnusedAttributes();
  15278. _gl.drawArrays( 4, 0, object.count );
  15279. object.count = 0;
  15280. };
  15281. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  15282. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  15283. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  15284. var program = setProgram( camera, scene, material, object );
  15285. state.setMaterial( material, frontFaceCW );
  15286. //
  15287. var index = geometry.index;
  15288. var position = geometry.attributes.position;
  15289. //
  15290. if ( index === null ) {
  15291. if ( position === undefined || position.count === 0 ) { return; }
  15292. } else if ( index.count === 0 ) {
  15293. return;
  15294. }
  15295. //
  15296. var rangeFactor = 1;
  15297. if ( material.wireframe === true ) {
  15298. index = geometries.getWireframeAttribute( geometry );
  15299. rangeFactor = 2;
  15300. }
  15301. if ( material.morphTargets || material.morphNormals ) {
  15302. morphtargets.update( object, geometry, material, program );
  15303. }
  15304. bindingStates.setup( object, material, program, geometry, index );
  15305. var attribute;
  15306. var renderer = bufferRenderer;
  15307. if ( index !== null ) {
  15308. attribute = attributes.get( index );
  15309. renderer = indexedBufferRenderer;
  15310. renderer.setIndex( attribute );
  15311. }
  15312. //
  15313. var dataCount = ( index !== null ) ? index.count : position.count;
  15314. var rangeStart = geometry.drawRange.start * rangeFactor;
  15315. var rangeCount = geometry.drawRange.count * rangeFactor;
  15316. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15317. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15318. var drawStart = Math.max( rangeStart, groupStart );
  15319. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15320. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15321. if ( drawCount === 0 ) { return; }
  15322. //
  15323. if ( object.isMesh ) {
  15324. if ( material.wireframe === true ) {
  15325. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15326. renderer.setMode( 1 );
  15327. } else {
  15328. renderer.setMode( 4 );
  15329. }
  15330. } else if ( object.isLine ) {
  15331. var lineWidth = material.linewidth;
  15332. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15333. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15334. if ( object.isLineSegments ) {
  15335. renderer.setMode( 1 );
  15336. } else if ( object.isLineLoop ) {
  15337. renderer.setMode( 2 );
  15338. } else {
  15339. renderer.setMode( 3 );
  15340. }
  15341. } else if ( object.isPoints ) {
  15342. renderer.setMode( 0 );
  15343. } else if ( object.isSprite ) {
  15344. renderer.setMode( 4 );
  15345. }
  15346. if ( object.isInstancedMesh ) {
  15347. renderer.renderInstances( drawStart, drawCount, object.count );
  15348. } else if ( geometry.isInstancedBufferGeometry ) {
  15349. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15350. renderer.renderInstances( drawStart, drawCount, instanceCount );
  15351. } else {
  15352. renderer.render( drawStart, drawCount );
  15353. }
  15354. };
  15355. // Compile
  15356. this.compile = function ( scene, camera ) {
  15357. currentRenderState = renderStates.get( scene, camera );
  15358. currentRenderState.init();
  15359. scene.traverse( function ( object ) {
  15360. if ( object.isLight ) {
  15361. currentRenderState.pushLight( object );
  15362. if ( object.castShadow ) {
  15363. currentRenderState.pushShadow( object );
  15364. }
  15365. }
  15366. } );
  15367. currentRenderState.setupLights( camera );
  15368. var compiled = new WeakMap();
  15369. scene.traverse( function ( object ) {
  15370. var material = object.material;
  15371. if ( material ) {
  15372. if ( Array.isArray( material ) ) {
  15373. for ( var i = 0; i < material.length; i ++ ) {
  15374. var material2 = material[ i ];
  15375. if ( compiled.has( material2 ) === false ) {
  15376. initMaterial( material2, scene, object );
  15377. compiled.set( material2 );
  15378. }
  15379. }
  15380. } else if ( compiled.has( material ) === false ) {
  15381. initMaterial( material, scene, object );
  15382. compiled.set( material );
  15383. }
  15384. }
  15385. } );
  15386. };
  15387. // Animation Loop
  15388. var onAnimationFrameCallback = null;
  15389. function onAnimationFrame( time ) {
  15390. if ( xr.isPresenting ) { return; }
  15391. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15392. }
  15393. var animation = new WebGLAnimation();
  15394. animation.setAnimationLoop( onAnimationFrame );
  15395. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15396. this.setAnimationLoop = function ( callback ) {
  15397. onAnimationFrameCallback = callback;
  15398. xr.setAnimationLoop( callback );
  15399. ( callback === null ) ? animation.stop() : animation.start();
  15400. };
  15401. // Rendering
  15402. this.render = function ( scene, camera ) {
  15403. var renderTarget, forceClear;
  15404. if ( arguments[ 2 ] !== undefined ) {
  15405. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15406. renderTarget = arguments[ 2 ];
  15407. }
  15408. if ( arguments[ 3 ] !== undefined ) {
  15409. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15410. forceClear = arguments[ 3 ];
  15411. }
  15412. if ( camera !== undefined && camera.isCamera !== true ) {
  15413. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15414. return;
  15415. }
  15416. if ( _isContextLost === true ) { return; }
  15417. // reset caching for this frame
  15418. bindingStates.resetDefaultState();
  15419. _currentMaterialId = - 1;
  15420. _currentCamera = null;
  15421. // update scene graph
  15422. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15423. // update camera matrices and frustum
  15424. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15425. if ( xr.enabled === true && xr.isPresenting === true ) {
  15426. camera = xr.getCamera( camera );
  15427. }
  15428. //
  15429. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15430. currentRenderState = renderStates.get( scene, camera );
  15431. currentRenderState.init();
  15432. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15433. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15434. _localClippingEnabled = this.localClippingEnabled;
  15435. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15436. currentRenderList = renderLists.get( scene, camera );
  15437. currentRenderList.init();
  15438. projectObject( scene, camera, 0, _this.sortObjects );
  15439. currentRenderList.finish();
  15440. if ( _this.sortObjects === true ) {
  15441. currentRenderList.sort( _opaqueSort, _transparentSort );
  15442. }
  15443. //
  15444. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15445. var shadowsArray = currentRenderState.state.shadowsArray;
  15446. shadowMap.render( shadowsArray, scene, camera );
  15447. currentRenderState.setupLights( camera );
  15448. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15449. //
  15450. if ( this.info.autoReset === true ) { this.info.reset(); }
  15451. if ( renderTarget !== undefined ) {
  15452. this.setRenderTarget( renderTarget );
  15453. }
  15454. //
  15455. background.render( currentRenderList, scene, camera, forceClear );
  15456. // render scene
  15457. var opaqueObjects = currentRenderList.opaque;
  15458. var transparentObjects = currentRenderList.transparent;
  15459. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15460. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15461. //
  15462. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15463. //
  15464. if ( _currentRenderTarget !== null ) {
  15465. // Generate mipmap if we're using any kind of mipmap filtering
  15466. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15467. // resolve multisample renderbuffers to a single-sample texture if necessary
  15468. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15469. }
  15470. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15471. state.buffers.depth.setTest( true );
  15472. state.buffers.depth.setMask( true );
  15473. state.buffers.color.setMask( true );
  15474. state.setPolygonOffset( false );
  15475. // _gl.finish();
  15476. currentRenderList = null;
  15477. currentRenderState = null;
  15478. };
  15479. function projectObject( object, camera, groupOrder, sortObjects ) {
  15480. if ( object.visible === false ) { return; }
  15481. var visible = object.layers.test( camera.layers );
  15482. if ( visible ) {
  15483. if ( object.isGroup ) {
  15484. groupOrder = object.renderOrder;
  15485. } else if ( object.isLOD ) {
  15486. if ( object.autoUpdate === true ) { object.update( camera ); }
  15487. } else if ( object.isLight ) {
  15488. currentRenderState.pushLight( object );
  15489. if ( object.castShadow ) {
  15490. currentRenderState.pushShadow( object );
  15491. }
  15492. } else if ( object.isSprite ) {
  15493. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15494. if ( sortObjects ) {
  15495. _vector3.setFromMatrixPosition( object.matrixWorld )
  15496. .applyMatrix4( _projScreenMatrix );
  15497. }
  15498. var geometry = objects.update( object );
  15499. var material = object.material;
  15500. if ( material.visible ) {
  15501. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15502. }
  15503. }
  15504. } else if ( object.isImmediateRenderObject ) {
  15505. if ( sortObjects ) {
  15506. _vector3.setFromMatrixPosition( object.matrixWorld )
  15507. .applyMatrix4( _projScreenMatrix );
  15508. }
  15509. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15510. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15511. if ( object.isSkinnedMesh ) {
  15512. // update skeleton only once in a frame
  15513. if ( object.skeleton.frame !== info.render.frame ) {
  15514. object.skeleton.update();
  15515. object.skeleton.frame = info.render.frame;
  15516. }
  15517. }
  15518. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15519. if ( sortObjects ) {
  15520. _vector3.setFromMatrixPosition( object.matrixWorld )
  15521. .applyMatrix4( _projScreenMatrix );
  15522. }
  15523. var geometry$1 = objects.update( object );
  15524. var material$1 = object.material;
  15525. if ( Array.isArray( material$1 ) ) {
  15526. var groups = geometry$1.groups;
  15527. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15528. var group = groups[ i ];
  15529. var groupMaterial = material$1[ group.materialIndex ];
  15530. if ( groupMaterial && groupMaterial.visible ) {
  15531. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15532. }
  15533. }
  15534. } else if ( material$1.visible ) {
  15535. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15536. }
  15537. }
  15538. }
  15539. }
  15540. var children = object.children;
  15541. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15542. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15543. }
  15544. }
  15545. function renderObjects( renderList, scene, camera ) {
  15546. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15547. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15548. var renderItem = renderList[ i ];
  15549. var object = renderItem.object;
  15550. var geometry = renderItem.geometry;
  15551. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15552. var group = renderItem.group;
  15553. if ( camera.isArrayCamera ) {
  15554. _currentArrayCamera = camera;
  15555. var cameras = camera.cameras;
  15556. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15557. var camera2 = cameras[ j ];
  15558. if ( object.layers.test( camera2.layers ) ) {
  15559. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15560. currentRenderState.setupLights( camera2 );
  15561. renderObject( object, scene, camera2, geometry, material, group );
  15562. }
  15563. }
  15564. } else {
  15565. _currentArrayCamera = null;
  15566. renderObject( object, scene, camera, geometry, material, group );
  15567. }
  15568. }
  15569. }
  15570. function renderObject( object, scene, camera, geometry, material, group ) {
  15571. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15572. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15573. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15574. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15575. if ( object.isImmediateRenderObject ) {
  15576. var program = setProgram( camera, scene, material, object );
  15577. state.setMaterial( material );
  15578. bindingStates.reset();
  15579. renderObjectImmediate( object, program );
  15580. } else {
  15581. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15582. }
  15583. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15584. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15585. }
  15586. function initMaterial( material, scene, object ) {
  15587. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15588. var materialProperties = properties.get( material );
  15589. var lights = currentRenderState.state.lights;
  15590. var shadowsArray = currentRenderState.state.shadowsArray;
  15591. var lightsStateVersion = lights.state.version;
  15592. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15593. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15594. var program = materialProperties.program;
  15595. var programChange = true;
  15596. if ( program === undefined ) {
  15597. // new material
  15598. material.addEventListener( 'dispose', onMaterialDispose );
  15599. } else if ( program.cacheKey !== programCacheKey ) {
  15600. // changed glsl or parameters
  15601. releaseMaterialProgramReference( material );
  15602. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15603. materialProperties.lightsStateVersion = lightsStateVersion;
  15604. programChange = false;
  15605. } else if ( parameters.shaderID !== undefined ) {
  15606. // same glsl and uniform list
  15607. return;
  15608. } else {
  15609. // only rebuild uniform list
  15610. programChange = false;
  15611. }
  15612. if ( programChange ) {
  15613. parameters.uniforms = programCache.getUniforms( material, parameters );
  15614. material.onBeforeCompile( parameters, _this );
  15615. program = programCache.acquireProgram( parameters, programCacheKey );
  15616. materialProperties.program = program;
  15617. materialProperties.uniforms = parameters.uniforms;
  15618. materialProperties.outputEncoding = parameters.outputEncoding;
  15619. }
  15620. var programAttributes = program.getAttributes();
  15621. if ( material.morphTargets ) {
  15622. material.numSupportedMorphTargets = 0;
  15623. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15624. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15625. material.numSupportedMorphTargets ++;
  15626. }
  15627. }
  15628. }
  15629. if ( material.morphNormals ) {
  15630. material.numSupportedMorphNormals = 0;
  15631. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15632. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15633. material.numSupportedMorphNormals ++;
  15634. }
  15635. }
  15636. }
  15637. var uniforms = materialProperties.uniforms;
  15638. if ( ! material.isShaderMaterial &&
  15639. ! material.isRawShaderMaterial ||
  15640. material.clipping === true ) {
  15641. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15642. materialProperties.numIntersection = _clipping.numIntersection;
  15643. uniforms.clippingPlanes = _clipping.uniform;
  15644. }
  15645. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15646. materialProperties.fog = scene.fog;
  15647. // store the light setup it was created for
  15648. materialProperties.needsLights = materialNeedsLights( material );
  15649. materialProperties.lightsStateVersion = lightsStateVersion;
  15650. if ( materialProperties.needsLights ) {
  15651. // wire up the material to this renderer's lighting state
  15652. uniforms.ambientLightColor.value = lights.state.ambient;
  15653. uniforms.lightProbe.value = lights.state.probe;
  15654. uniforms.directionalLights.value = lights.state.directional;
  15655. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15656. uniforms.spotLights.value = lights.state.spot;
  15657. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15658. uniforms.rectAreaLights.value = lights.state.rectArea;
  15659. uniforms.pointLights.value = lights.state.point;
  15660. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15661. uniforms.hemisphereLights.value = lights.state.hemi;
  15662. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15663. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15664. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15665. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15666. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15667. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15668. // TODO (abelnation): add area lights shadow info to uniforms
  15669. }
  15670. var progUniforms = materialProperties.program.getUniforms(),
  15671. uniformsList =
  15672. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15673. materialProperties.uniformsList = uniformsList;
  15674. }
  15675. function setProgram( camera, scene, material, object ) {
  15676. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15677. textures.resetTextureUnits();
  15678. var fog = scene.fog;
  15679. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15680. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15681. var materialProperties = properties.get( material );
  15682. var lights = currentRenderState.state.lights;
  15683. if ( _clippingEnabled === true ) {
  15684. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15685. var useCache =
  15686. camera === _currentCamera &&
  15687. material.id === _currentMaterialId;
  15688. // we might want to call this function with some ClippingGroup
  15689. // object instead of the material, once it becomes feasible
  15690. // (#8465, #8379)
  15691. _clipping.setState(
  15692. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15693. camera, materialProperties, useCache );
  15694. }
  15695. }
  15696. if ( material.version === materialProperties.__version ) {
  15697. if ( materialProperties.program === undefined ) {
  15698. initMaterial( material, scene, object );
  15699. } else if ( material.fog && materialProperties.fog !== fog ) {
  15700. initMaterial( material, scene, object );
  15701. } else if ( materialProperties.environment !== environment ) {
  15702. initMaterial( material, scene, object );
  15703. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15704. initMaterial( material, scene, object );
  15705. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15706. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15707. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15708. initMaterial( material, scene, object );
  15709. } else if ( materialProperties.outputEncoding !== encoding ) {
  15710. initMaterial( material, scene, object );
  15711. }
  15712. } else {
  15713. initMaterial( material, scene, object );
  15714. materialProperties.__version = material.version;
  15715. }
  15716. var refreshProgram = false;
  15717. var refreshMaterial = false;
  15718. var refreshLights = false;
  15719. var program = materialProperties.program,
  15720. p_uniforms = program.getUniforms(),
  15721. m_uniforms = materialProperties.uniforms;
  15722. if ( state.useProgram( program.program ) ) {
  15723. refreshProgram = true;
  15724. refreshMaterial = true;
  15725. refreshLights = true;
  15726. }
  15727. if ( material.id !== _currentMaterialId ) {
  15728. _currentMaterialId = material.id;
  15729. refreshMaterial = true;
  15730. }
  15731. if ( refreshProgram || _currentCamera !== camera ) {
  15732. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15733. if ( capabilities.logarithmicDepthBuffer ) {
  15734. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15735. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15736. }
  15737. if ( _currentCamera !== camera ) {
  15738. _currentCamera = camera;
  15739. // lighting uniforms depend on the camera so enforce an update
  15740. // now, in case this material supports lights - or later, when
  15741. // the next material that does gets activated:
  15742. refreshMaterial = true; // set to true on material change
  15743. refreshLights = true; // remains set until update done
  15744. }
  15745. // load material specific uniforms
  15746. // (shader material also gets them for the sake of genericity)
  15747. if ( material.isShaderMaterial ||
  15748. material.isMeshPhongMaterial ||
  15749. material.isMeshToonMaterial ||
  15750. material.isMeshStandardMaterial ||
  15751. material.envMap ) {
  15752. var uCamPos = p_uniforms.map.cameraPosition;
  15753. if ( uCamPos !== undefined ) {
  15754. uCamPos.setValue( _gl,
  15755. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15756. }
  15757. }
  15758. if ( material.isMeshPhongMaterial ||
  15759. material.isMeshToonMaterial ||
  15760. material.isMeshLambertMaterial ||
  15761. material.isMeshBasicMaterial ||
  15762. material.isMeshStandardMaterial ||
  15763. material.isShaderMaterial ) {
  15764. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15765. }
  15766. if ( material.isMeshPhongMaterial ||
  15767. material.isMeshToonMaterial ||
  15768. material.isMeshLambertMaterial ||
  15769. material.isMeshBasicMaterial ||
  15770. material.isMeshStandardMaterial ||
  15771. material.isShaderMaterial ||
  15772. material.isShadowMaterial ||
  15773. material.skinning ) {
  15774. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15775. }
  15776. }
  15777. // skinning uniforms must be set even if material didn't change
  15778. // auto-setting of texture unit for bone texture must go before other textures
  15779. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15780. if ( material.skinning ) {
  15781. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15782. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15783. var skeleton = object.skeleton;
  15784. if ( skeleton ) {
  15785. var bones = skeleton.bones;
  15786. if ( capabilities.floatVertexTextures ) {
  15787. if ( skeleton.boneTexture === undefined ) {
  15788. // layout (1 matrix = 4 pixels)
  15789. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15790. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15791. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15792. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15793. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15794. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15795. size = MathUtils.ceilPowerOfTwo( size );
  15796. size = Math.max( size, 4 );
  15797. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15798. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15799. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15800. skeleton.boneMatrices = boneMatrices;
  15801. skeleton.boneTexture = boneTexture;
  15802. skeleton.boneTextureSize = size;
  15803. }
  15804. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15805. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15806. } else {
  15807. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15808. }
  15809. }
  15810. }
  15811. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15812. materialProperties.receiveShadow = object.receiveShadow;
  15813. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15814. }
  15815. if ( refreshMaterial ) {
  15816. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15817. if ( materialProperties.needsLights ) {
  15818. // the current material requires lighting info
  15819. // note: all lighting uniforms are always set correctly
  15820. // they simply reference the renderer's state for their
  15821. // values
  15822. //
  15823. // use the current material's .needsUpdate flags to set
  15824. // the GL state when required
  15825. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15826. }
  15827. // refresh uniforms common to several materials
  15828. if ( fog && material.fog ) {
  15829. materials.refreshFogUniforms( m_uniforms, fog );
  15830. }
  15831. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15832. // RectAreaLight Texture
  15833. // TODO (mrdoob): Find a nicer implementation
  15834. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15835. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15836. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15837. }
  15838. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15839. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15840. material.uniformsNeedUpdate = false;
  15841. }
  15842. if ( material.isSpriteMaterial ) {
  15843. p_uniforms.setValue( _gl, 'center', object.center );
  15844. }
  15845. // common matrices
  15846. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15847. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15848. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15849. return program;
  15850. }
  15851. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15852. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15853. uniforms.ambientLightColor.needsUpdate = value;
  15854. uniforms.lightProbe.needsUpdate = value;
  15855. uniforms.directionalLights.needsUpdate = value;
  15856. uniforms.directionalLightShadows.needsUpdate = value;
  15857. uniforms.pointLights.needsUpdate = value;
  15858. uniforms.pointLightShadows.needsUpdate = value;
  15859. uniforms.spotLights.needsUpdate = value;
  15860. uniforms.spotLightShadows.needsUpdate = value;
  15861. uniforms.rectAreaLights.needsUpdate = value;
  15862. uniforms.hemisphereLights.needsUpdate = value;
  15863. }
  15864. function materialNeedsLights( material ) {
  15865. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15866. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15867. ( material.isShaderMaterial && material.lights === true );
  15868. }
  15869. //
  15870. this.setFramebuffer = function ( value ) {
  15871. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15872. _framebuffer = value;
  15873. };
  15874. this.getActiveCubeFace = function () {
  15875. return _currentActiveCubeFace;
  15876. };
  15877. this.getActiveMipmapLevel = function () {
  15878. return _currentActiveMipmapLevel;
  15879. };
  15880. this.getRenderTarget = function () {
  15881. return _currentRenderTarget;
  15882. };
  15883. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15884. _currentRenderTarget = renderTarget;
  15885. _currentActiveCubeFace = activeCubeFace;
  15886. _currentActiveMipmapLevel = activeMipmapLevel;
  15887. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15888. textures.setupRenderTarget( renderTarget );
  15889. }
  15890. var framebuffer = _framebuffer;
  15891. var isCube = false;
  15892. if ( renderTarget ) {
  15893. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15894. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15895. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15896. isCube = true;
  15897. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15898. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15899. } else {
  15900. framebuffer = _webglFramebuffer;
  15901. }
  15902. _currentViewport.copy( renderTarget.viewport );
  15903. _currentScissor.copy( renderTarget.scissor );
  15904. _currentScissorTest = renderTarget.scissorTest;
  15905. } else {
  15906. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15907. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15908. _currentScissorTest = _scissorTest;
  15909. }
  15910. if ( _currentFramebuffer !== framebuffer ) {
  15911. _gl.bindFramebuffer( 36160, framebuffer );
  15912. _currentFramebuffer = framebuffer;
  15913. }
  15914. state.viewport( _currentViewport );
  15915. state.scissor( _currentScissor );
  15916. state.setScissorTest( _currentScissorTest );
  15917. if ( isCube ) {
  15918. var textureProperties = properties.get( renderTarget.texture );
  15919. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15920. }
  15921. };
  15922. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15923. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15924. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15925. return;
  15926. }
  15927. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15928. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15929. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15930. }
  15931. if ( framebuffer ) {
  15932. var restore = false;
  15933. if ( framebuffer !== _currentFramebuffer ) {
  15934. _gl.bindFramebuffer( 36160, framebuffer );
  15935. restore = true;
  15936. }
  15937. try {
  15938. var texture = renderTarget.texture;
  15939. var textureFormat = texture.format;
  15940. var textureType = texture.type;
  15941. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15942. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15943. return;
  15944. }
  15945. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15946. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15947. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15948. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15949. return;
  15950. }
  15951. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15952. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15953. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15954. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15955. }
  15956. } else {
  15957. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15958. }
  15959. } finally {
  15960. if ( restore ) {
  15961. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15962. }
  15963. }
  15964. }
  15965. };
  15966. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15967. if ( level === undefined ) { level = 0; }
  15968. var levelScale = Math.pow( 2, - level );
  15969. var width = Math.floor( texture.image.width * levelScale );
  15970. var height = Math.floor( texture.image.height * levelScale );
  15971. var glFormat = utils.convert( texture.format );
  15972. textures.setTexture2D( texture, 0 );
  15973. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15974. state.unbindTexture();
  15975. };
  15976. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15977. if ( level === undefined ) { level = 0; }
  15978. var width = srcTexture.image.width;
  15979. var height = srcTexture.image.height;
  15980. var glFormat = utils.convert( dstTexture.format );
  15981. var glType = utils.convert( dstTexture.type );
  15982. textures.setTexture2D( dstTexture, 0 );
  15983. // As another texture upload may have changed pixelStorei
  15984. // parameters, make sure they are correct for the dstTexture
  15985. _gl.pixelStorei( 37440, dstTexture.flipY );
  15986. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15987. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15988. if ( srcTexture.isDataTexture ) {
  15989. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15990. } else {
  15991. if ( srcTexture.isCompressedTexture ) {
  15992. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15993. } else {
  15994. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15995. }
  15996. }
  15997. // Generate mipmaps only when copying level 0
  15998. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15999. state.unbindTexture();
  16000. };
  16001. this.initTexture = function ( texture ) {
  16002. textures.setTexture2D( texture, 0 );
  16003. state.unbindTexture();
  16004. };
  16005. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  16006. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  16007. }
  16008. }
  16009. /**
  16010. * @author Mugen87 / https://github.com/Mugen87
  16011. */
  16012. function WebGL1Renderer( parameters ) {
  16013. WebGLRenderer.call( this, parameters );
  16014. }
  16015. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  16016. constructor: WebGL1Renderer,
  16017. isWebGL1Renderer: true
  16018. } );
  16019. /**
  16020. * @author mrdoob / http://mrdoob.com/
  16021. * @author alteredq / http://alteredqualia.com/
  16022. */
  16023. function FogExp2( color, density ) {
  16024. this.name = '';
  16025. this.color = new Color( color );
  16026. this.density = ( density !== undefined ) ? density : 0.00025;
  16027. }
  16028. Object.assign( FogExp2.prototype, {
  16029. isFogExp2: true,
  16030. clone: function () {
  16031. return new FogExp2( this.color, this.density );
  16032. },
  16033. toJSON: function ( /* meta */ ) {
  16034. return {
  16035. type: 'FogExp2',
  16036. color: this.color.getHex(),
  16037. density: this.density
  16038. };
  16039. }
  16040. } );
  16041. /**
  16042. * @author mrdoob / http://mrdoob.com/
  16043. * @author alteredq / http://alteredqualia.com/
  16044. */
  16045. function Fog( color, near, far ) {
  16046. this.name = '';
  16047. this.color = new Color( color );
  16048. this.near = ( near !== undefined ) ? near : 1;
  16049. this.far = ( far !== undefined ) ? far : 1000;
  16050. }
  16051. Object.assign( Fog.prototype, {
  16052. isFog: true,
  16053. clone: function () {
  16054. return new Fog( this.color, this.near, this.far );
  16055. },
  16056. toJSON: function ( /* meta */ ) {
  16057. return {
  16058. type: 'Fog',
  16059. color: this.color.getHex(),
  16060. near: this.near,
  16061. far: this.far
  16062. };
  16063. }
  16064. } );
  16065. /**
  16066. * @author benaadams / https://twitter.com/ben_a_adams
  16067. */
  16068. function InterleavedBuffer( array, stride ) {
  16069. this.array = array;
  16070. this.stride = stride;
  16071. this.count = array !== undefined ? array.length / stride : 0;
  16072. this.usage = StaticDrawUsage;
  16073. this.updateRange = { offset: 0, count: - 1 };
  16074. this.version = 0;
  16075. this.uuid = MathUtils.generateUUID();
  16076. }
  16077. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  16078. set: function ( value ) {
  16079. if ( value === true ) { this.version ++; }
  16080. }
  16081. } );
  16082. Object.assign( InterleavedBuffer.prototype, {
  16083. isInterleavedBuffer: true,
  16084. onUploadCallback: function () {},
  16085. setUsage: function ( value ) {
  16086. this.usage = value;
  16087. return this;
  16088. },
  16089. copy: function ( source ) {
  16090. this.array = new source.array.constructor( source.array );
  16091. this.count = source.count;
  16092. this.stride = source.stride;
  16093. this.usage = source.usage;
  16094. return this;
  16095. },
  16096. copyAt: function ( index1, attribute, index2 ) {
  16097. index1 *= this.stride;
  16098. index2 *= attribute.stride;
  16099. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  16100. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  16101. }
  16102. return this;
  16103. },
  16104. set: function ( value, offset ) {
  16105. if ( offset === undefined ) { offset = 0; }
  16106. this.array.set( value, offset );
  16107. return this;
  16108. },
  16109. clone: function ( data ) {
  16110. if ( data.arrayBuffers === undefined ) {
  16111. data.arrayBuffers = {};
  16112. }
  16113. if ( this.array.buffer._uuid === undefined ) {
  16114. this.array.buffer._uuid = MathUtils.generateUUID();
  16115. }
  16116. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16117. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  16118. }
  16119. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  16120. var ib = new InterleavedBuffer( array, this.stride );
  16121. ib.setUsage( this.usage );
  16122. return ib;
  16123. },
  16124. onUpload: function ( callback ) {
  16125. this.onUploadCallback = callback;
  16126. return this;
  16127. },
  16128. toJSON: function ( data ) {
  16129. if ( data.arrayBuffers === undefined ) {
  16130. data.arrayBuffers = {};
  16131. }
  16132. // generate UUID for array buffer if necessary
  16133. if ( this.array.buffer._uuid === undefined ) {
  16134. this.array.buffer._uuid = MathUtils.generateUUID();
  16135. }
  16136. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16137. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  16138. }
  16139. //
  16140. return {
  16141. uuid: this.uuid,
  16142. buffer: this.array.buffer._uuid,
  16143. type: this.array.constructor.name,
  16144. stride: this.stride
  16145. };
  16146. }
  16147. } );
  16148. /**
  16149. * @author benaadams / https://twitter.com/ben_a_adams
  16150. */
  16151. var _vector$6 = new Vector3();
  16152. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  16153. this.name = '';
  16154. this.data = interleavedBuffer;
  16155. this.itemSize = itemSize;
  16156. this.offset = offset;
  16157. this.normalized = normalized === true;
  16158. }
  16159. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  16160. count: {
  16161. get: function () {
  16162. return this.data.count;
  16163. }
  16164. },
  16165. array: {
  16166. get: function () {
  16167. return this.data.array;
  16168. }
  16169. },
  16170. needsUpdate: {
  16171. set: function ( value ) {
  16172. this.data.needsUpdate = value;
  16173. }
  16174. }
  16175. } );
  16176. Object.assign( InterleavedBufferAttribute.prototype, {
  16177. isInterleavedBufferAttribute: true,
  16178. applyMatrix4: function ( m ) {
  16179. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  16180. _vector$6.x = this.getX( i );
  16181. _vector$6.y = this.getY( i );
  16182. _vector$6.z = this.getZ( i );
  16183. _vector$6.applyMatrix4( m );
  16184. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  16185. }
  16186. return this;
  16187. },
  16188. setX: function ( index, x ) {
  16189. this.data.array[ index * this.data.stride + this.offset ] = x;
  16190. return this;
  16191. },
  16192. setY: function ( index, y ) {
  16193. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  16194. return this;
  16195. },
  16196. setZ: function ( index, z ) {
  16197. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  16198. return this;
  16199. },
  16200. setW: function ( index, w ) {
  16201. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  16202. return this;
  16203. },
  16204. getX: function ( index ) {
  16205. return this.data.array[ index * this.data.stride + this.offset ];
  16206. },
  16207. getY: function ( index ) {
  16208. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  16209. },
  16210. getZ: function ( index ) {
  16211. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  16212. },
  16213. getW: function ( index ) {
  16214. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  16215. },
  16216. setXY: function ( index, x, y ) {
  16217. index = index * this.data.stride + this.offset;
  16218. this.data.array[ index + 0 ] = x;
  16219. this.data.array[ index + 1 ] = y;
  16220. return this;
  16221. },
  16222. setXYZ: function ( index, x, y, z ) {
  16223. index = index * this.data.stride + this.offset;
  16224. this.data.array[ index + 0 ] = x;
  16225. this.data.array[ index + 1 ] = y;
  16226. this.data.array[ index + 2 ] = z;
  16227. return this;
  16228. },
  16229. setXYZW: function ( index, x, y, z, w ) {
  16230. index = index * this.data.stride + this.offset;
  16231. this.data.array[ index + 0 ] = x;
  16232. this.data.array[ index + 1 ] = y;
  16233. this.data.array[ index + 2 ] = z;
  16234. this.data.array[ index + 3 ] = w;
  16235. return this;
  16236. },
  16237. clone: function ( data ) {
  16238. if ( data === undefined ) {
  16239. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  16240. var array = [];
  16241. for ( var i = 0; i < this.count; i ++ ) {
  16242. var index = i * this.data.stride + this.offset;
  16243. for ( var j = 0; j < this.itemSize; j ++ ) {
  16244. array.push( this.data.array[ index + j ] );
  16245. }
  16246. }
  16247. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  16248. } else {
  16249. if ( data.interleavedBuffers === undefined ) {
  16250. data.interleavedBuffers = {};
  16251. }
  16252. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16253. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  16254. }
  16255. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  16256. }
  16257. },
  16258. toJSON: function ( data ) {
  16259. if ( data === undefined ) {
  16260. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  16261. var array = [];
  16262. for ( var i = 0; i < this.count; i ++ ) {
  16263. var index = i * this.data.stride + this.offset;
  16264. for ( var j = 0; j < this.itemSize; j ++ ) {
  16265. array.push( this.data.array[ index + j ] );
  16266. }
  16267. }
  16268. // deinterleave data and save it as an ordinary buffer attribute for now
  16269. return {
  16270. itemSize: this.itemSize,
  16271. type: this.array.constructor.name,
  16272. array: array,
  16273. normalized: this.normalized
  16274. };
  16275. } else {
  16276. // save as true interlaved attribtue
  16277. if ( data.interleavedBuffers === undefined ) {
  16278. data.interleavedBuffers = {};
  16279. }
  16280. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16281. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16282. }
  16283. return {
  16284. isInterleavedBufferAttribute: true,
  16285. itemSize: this.itemSize,
  16286. data: this.data.uuid,
  16287. offset: this.offset,
  16288. normalized: this.normalized
  16289. };
  16290. }
  16291. }
  16292. } );
  16293. /**
  16294. * @author alteredq / http://alteredqualia.com/
  16295. *
  16296. * parameters = {
  16297. * color: <hex>,
  16298. * map: new THREE.Texture( <Image> ),
  16299. * alphaMap: new THREE.Texture( <Image> ),
  16300. * rotation: <float>,
  16301. * sizeAttenuation: <bool>
  16302. * }
  16303. */
  16304. function SpriteMaterial( parameters ) {
  16305. Material.call( this );
  16306. this.type = 'SpriteMaterial';
  16307. this.color = new Color( 0xffffff );
  16308. this.map = null;
  16309. this.alphaMap = null;
  16310. this.rotation = 0;
  16311. this.sizeAttenuation = true;
  16312. this.transparent = true;
  16313. this.setValues( parameters );
  16314. }
  16315. SpriteMaterial.prototype = Object.create( Material.prototype );
  16316. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16317. SpriteMaterial.prototype.isSpriteMaterial = true;
  16318. SpriteMaterial.prototype.copy = function ( source ) {
  16319. Material.prototype.copy.call( this, source );
  16320. this.color.copy( source.color );
  16321. this.map = source.map;
  16322. this.alphaMap = source.alphaMap;
  16323. this.rotation = source.rotation;
  16324. this.sizeAttenuation = source.sizeAttenuation;
  16325. return this;
  16326. };
  16327. /**
  16328. * @author mikael emtinger / http://gomo.se/
  16329. * @author alteredq / http://alteredqualia.com/
  16330. */
  16331. var _geometry;
  16332. var _intersectPoint = new Vector3();
  16333. var _worldScale = new Vector3();
  16334. var _mvPosition = new Vector3();
  16335. var _alignedPosition = new Vector2();
  16336. var _rotatedPosition = new Vector2();
  16337. var _viewWorldMatrix = new Matrix4();
  16338. var _vA$1 = new Vector3();
  16339. var _vB$1 = new Vector3();
  16340. var _vC$1 = new Vector3();
  16341. var _uvA$1 = new Vector2();
  16342. var _uvB$1 = new Vector2();
  16343. var _uvC$1 = new Vector2();
  16344. function Sprite( material ) {
  16345. Object3D.call( this );
  16346. this.type = 'Sprite';
  16347. if ( _geometry === undefined ) {
  16348. _geometry = new BufferGeometry();
  16349. var float32Array = new Float32Array( [
  16350. - 0.5, - 0.5, 0, 0, 0,
  16351. 0.5, - 0.5, 0, 1, 0,
  16352. 0.5, 0.5, 0, 1, 1,
  16353. - 0.5, 0.5, 0, 0, 1
  16354. ] );
  16355. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16356. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16357. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16358. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16359. }
  16360. this.geometry = _geometry;
  16361. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16362. this.center = new Vector2( 0.5, 0.5 );
  16363. }
  16364. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16365. constructor: Sprite,
  16366. isSprite: true,
  16367. raycast: function ( raycaster, intersects ) {
  16368. if ( raycaster.camera === null ) {
  16369. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16370. }
  16371. _worldScale.setFromMatrixScale( this.matrixWorld );
  16372. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16373. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16374. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16375. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16376. _worldScale.multiplyScalar( - _mvPosition.z );
  16377. }
  16378. var rotation = this.material.rotation;
  16379. var sin, cos;
  16380. if ( rotation !== 0 ) {
  16381. cos = Math.cos( rotation );
  16382. sin = Math.sin( rotation );
  16383. }
  16384. var center = this.center;
  16385. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16386. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16387. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16388. _uvA$1.set( 0, 0 );
  16389. _uvB$1.set( 1, 0 );
  16390. _uvC$1.set( 1, 1 );
  16391. // check first triangle
  16392. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16393. if ( intersect === null ) {
  16394. // check second triangle
  16395. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16396. _uvB$1.set( 0, 1 );
  16397. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16398. if ( intersect === null ) {
  16399. return;
  16400. }
  16401. }
  16402. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16403. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16404. intersects.push( {
  16405. distance: distance,
  16406. point: _intersectPoint.clone(),
  16407. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16408. face: null,
  16409. object: this
  16410. } );
  16411. },
  16412. copy: function ( source ) {
  16413. Object3D.prototype.copy.call( this, source );
  16414. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16415. this.material = source.material;
  16416. return this;
  16417. }
  16418. } );
  16419. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16420. // compute position in camera space
  16421. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16422. // to check if rotation is not zero
  16423. if ( sin !== undefined ) {
  16424. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16425. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16426. } else {
  16427. _rotatedPosition.copy( _alignedPosition );
  16428. }
  16429. vertexPosition.copy( mvPosition );
  16430. vertexPosition.x += _rotatedPosition.x;
  16431. vertexPosition.y += _rotatedPosition.y;
  16432. // transform to world space
  16433. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16434. }
  16435. /**
  16436. * @author mikael emtinger / http://gomo.se/
  16437. * @author alteredq / http://alteredqualia.com/
  16438. * @author mrdoob / http://mrdoob.com/
  16439. */
  16440. var _v1$4 = new Vector3();
  16441. var _v2$2 = new Vector3();
  16442. function LOD() {
  16443. Object3D.call( this );
  16444. this._currentLevel = 0;
  16445. this.type = 'LOD';
  16446. Object.defineProperties( this, {
  16447. levels: {
  16448. enumerable: true,
  16449. value: []
  16450. }
  16451. } );
  16452. this.autoUpdate = true;
  16453. }
  16454. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16455. constructor: LOD,
  16456. isLOD: true,
  16457. copy: function ( source ) {
  16458. Object3D.prototype.copy.call( this, source, false );
  16459. var levels = source.levels;
  16460. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16461. var level = levels[ i ];
  16462. this.addLevel( level.object.clone(), level.distance );
  16463. }
  16464. this.autoUpdate = source.autoUpdate;
  16465. return this;
  16466. },
  16467. addLevel: function ( object, distance ) {
  16468. if ( distance === undefined ) { distance = 0; }
  16469. distance = Math.abs( distance );
  16470. var levels = this.levels;
  16471. var l;
  16472. for ( l = 0; l < levels.length; l ++ ) {
  16473. if ( distance < levels[ l ].distance ) {
  16474. break;
  16475. }
  16476. }
  16477. levels.splice( l, 0, { distance: distance, object: object } );
  16478. this.add( object );
  16479. return this;
  16480. },
  16481. getCurrentLevel: function () {
  16482. return this._currentLevel;
  16483. },
  16484. getObjectForDistance: function ( distance ) {
  16485. var levels = this.levels;
  16486. if ( levels.length > 0 ) {
  16487. var i, l;
  16488. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16489. if ( distance < levels[ i ].distance ) {
  16490. break;
  16491. }
  16492. }
  16493. return levels[ i - 1 ].object;
  16494. }
  16495. return null;
  16496. },
  16497. raycast: function ( raycaster, intersects ) {
  16498. var levels = this.levels;
  16499. if ( levels.length > 0 ) {
  16500. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16501. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16502. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16503. }
  16504. },
  16505. update: function ( camera ) {
  16506. var levels = this.levels;
  16507. if ( levels.length > 1 ) {
  16508. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16509. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16510. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16511. levels[ 0 ].object.visible = true;
  16512. var i, l;
  16513. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16514. if ( distance >= levels[ i ].distance ) {
  16515. levels[ i - 1 ].object.visible = false;
  16516. levels[ i ].object.visible = true;
  16517. } else {
  16518. break;
  16519. }
  16520. }
  16521. this._currentLevel = i - 1;
  16522. for ( ; i < l; i ++ ) {
  16523. levels[ i ].object.visible = false;
  16524. }
  16525. }
  16526. },
  16527. toJSON: function ( meta ) {
  16528. var data = Object3D.prototype.toJSON.call( this, meta );
  16529. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16530. data.object.levels = [];
  16531. var levels = this.levels;
  16532. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16533. var level = levels[ i ];
  16534. data.object.levels.push( {
  16535. object: level.object.uuid,
  16536. distance: level.distance
  16537. } );
  16538. }
  16539. return data;
  16540. }
  16541. } );
  16542. /**
  16543. * @author mikael emtinger / http://gomo.se/
  16544. * @author alteredq / http://alteredqualia.com/
  16545. * @author ikerr / http://verold.com
  16546. */
  16547. function SkinnedMesh( geometry, material ) {
  16548. if ( geometry && geometry.isGeometry ) {
  16549. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16550. }
  16551. Mesh.call( this, geometry, material );
  16552. this.type = 'SkinnedMesh';
  16553. this.bindMode = 'attached';
  16554. this.bindMatrix = new Matrix4();
  16555. this.bindMatrixInverse = new Matrix4();
  16556. }
  16557. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16558. constructor: SkinnedMesh,
  16559. isSkinnedMesh: true,
  16560. copy: function ( source ) {
  16561. Mesh.prototype.copy.call( this, source );
  16562. this.bindMode = source.bindMode;
  16563. this.bindMatrix.copy( source.bindMatrix );
  16564. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16565. this.skeleton = source.skeleton;
  16566. return this;
  16567. },
  16568. bind: function ( skeleton, bindMatrix ) {
  16569. this.skeleton = skeleton;
  16570. if ( bindMatrix === undefined ) {
  16571. this.updateMatrixWorld( true );
  16572. this.skeleton.calculateInverses();
  16573. bindMatrix = this.matrixWorld;
  16574. }
  16575. this.bindMatrix.copy( bindMatrix );
  16576. this.bindMatrixInverse.getInverse( bindMatrix );
  16577. },
  16578. pose: function () {
  16579. this.skeleton.pose();
  16580. },
  16581. normalizeSkinWeights: function () {
  16582. var vector = new Vector4();
  16583. var skinWeight = this.geometry.attributes.skinWeight;
  16584. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16585. vector.x = skinWeight.getX( i );
  16586. vector.y = skinWeight.getY( i );
  16587. vector.z = skinWeight.getZ( i );
  16588. vector.w = skinWeight.getW( i );
  16589. var scale = 1.0 / vector.manhattanLength();
  16590. if ( scale !== Infinity ) {
  16591. vector.multiplyScalar( scale );
  16592. } else {
  16593. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16594. }
  16595. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16596. }
  16597. },
  16598. updateMatrixWorld: function ( force ) {
  16599. Mesh.prototype.updateMatrixWorld.call( this, force );
  16600. if ( this.bindMode === 'attached' ) {
  16601. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16602. } else if ( this.bindMode === 'detached' ) {
  16603. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16604. } else {
  16605. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16606. }
  16607. },
  16608. boneTransform: ( function () {
  16609. var basePosition = new Vector3();
  16610. var skinIndex = new Vector4();
  16611. var skinWeight = new Vector4();
  16612. var vector = new Vector3();
  16613. var matrix = new Matrix4();
  16614. return function ( index, target ) {
  16615. var skeleton = this.skeleton;
  16616. var geometry = this.geometry;
  16617. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16618. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16619. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16620. target.set( 0, 0, 0 );
  16621. for ( var i = 0; i < 4; i ++ ) {
  16622. var weight = skinWeight.getComponent( i );
  16623. if ( weight !== 0 ) {
  16624. var boneIndex = skinIndex.getComponent( i );
  16625. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16626. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16627. }
  16628. }
  16629. return target.applyMatrix4( this.bindMatrixInverse );
  16630. };
  16631. }() )
  16632. } );
  16633. /**
  16634. * @author mikael emtinger / http://gomo.se/
  16635. * @author alteredq / http://alteredqualia.com/
  16636. * @author michael guerrero / http://realitymeltdown.com
  16637. * @author ikerr / http://verold.com
  16638. */
  16639. var _offsetMatrix = new Matrix4();
  16640. var _identityMatrix = new Matrix4();
  16641. function Skeleton( bones, boneInverses ) {
  16642. // copy the bone array
  16643. bones = bones || [];
  16644. this.bones = bones.slice( 0 );
  16645. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16646. this.frame = - 1;
  16647. // use the supplied bone inverses or calculate the inverses
  16648. if ( boneInverses === undefined ) {
  16649. this.calculateInverses();
  16650. } else {
  16651. if ( this.bones.length === boneInverses.length ) {
  16652. this.boneInverses = boneInverses.slice( 0 );
  16653. } else {
  16654. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16655. this.boneInverses = [];
  16656. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16657. this.boneInverses.push( new Matrix4() );
  16658. }
  16659. }
  16660. }
  16661. }
  16662. Object.assign( Skeleton.prototype, {
  16663. calculateInverses: function () {
  16664. this.boneInverses = [];
  16665. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16666. var inverse = new Matrix4();
  16667. if ( this.bones[ i ] ) {
  16668. inverse.getInverse( this.bones[ i ].matrixWorld );
  16669. }
  16670. this.boneInverses.push( inverse );
  16671. }
  16672. },
  16673. pose: function () {
  16674. // recover the bind-time world matrices
  16675. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16676. var bone = this.bones[ i ];
  16677. if ( bone ) {
  16678. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16679. }
  16680. }
  16681. // compute the local matrices, positions, rotations and scales
  16682. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16683. var bone$1 = this.bones[ i$1 ];
  16684. if ( bone$1 ) {
  16685. if ( bone$1.parent && bone$1.parent.isBone ) {
  16686. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16687. bone$1.matrix.multiply( bone$1.matrixWorld );
  16688. } else {
  16689. bone$1.matrix.copy( bone$1.matrixWorld );
  16690. }
  16691. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16692. }
  16693. }
  16694. },
  16695. update: function () {
  16696. var bones = this.bones;
  16697. var boneInverses = this.boneInverses;
  16698. var boneMatrices = this.boneMatrices;
  16699. var boneTexture = this.boneTexture;
  16700. // flatten bone matrices to array
  16701. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16702. // compute the offset between the current and the original transform
  16703. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16704. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16705. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16706. }
  16707. if ( boneTexture !== undefined ) {
  16708. boneTexture.needsUpdate = true;
  16709. }
  16710. },
  16711. clone: function () {
  16712. return new Skeleton( this.bones, this.boneInverses );
  16713. },
  16714. getBoneByName: function ( name ) {
  16715. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16716. var bone = this.bones[ i ];
  16717. if ( bone.name === name ) {
  16718. return bone;
  16719. }
  16720. }
  16721. return undefined;
  16722. },
  16723. dispose: function ( ) {
  16724. if ( this.boneTexture ) {
  16725. this.boneTexture.dispose();
  16726. this.boneTexture = undefined;
  16727. }
  16728. }
  16729. } );
  16730. /**
  16731. * @author mikael emtinger / http://gomo.se/
  16732. * @author alteredq / http://alteredqualia.com/
  16733. * @author ikerr / http://verold.com
  16734. */
  16735. function Bone() {
  16736. Object3D.call( this );
  16737. this.type = 'Bone';
  16738. }
  16739. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16740. constructor: Bone,
  16741. isBone: true
  16742. } );
  16743. /**
  16744. * @author mrdoob / http://mrdoob.com/
  16745. */
  16746. var _instanceLocalMatrix = new Matrix4();
  16747. var _instanceWorldMatrix = new Matrix4();
  16748. var _instanceIntersects = [];
  16749. var _mesh = new Mesh();
  16750. function InstancedMesh( geometry, material, count ) {
  16751. Mesh.call( this, geometry, material );
  16752. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16753. this.count = count;
  16754. this.frustumCulled = false;
  16755. }
  16756. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16757. constructor: InstancedMesh,
  16758. isInstancedMesh: true,
  16759. copy: function ( source ) {
  16760. Mesh.prototype.copy.call( this, source );
  16761. this.instanceMatrix.copy( source.instanceMatrix );
  16762. this.count = source.count;
  16763. return this;
  16764. },
  16765. getMatrixAt: function ( index, matrix ) {
  16766. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16767. },
  16768. raycast: function ( raycaster, intersects ) {
  16769. var matrixWorld = this.matrixWorld;
  16770. var raycastTimes = this.count;
  16771. _mesh.geometry = this.geometry;
  16772. _mesh.material = this.material;
  16773. if ( _mesh.material === undefined ) { return; }
  16774. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16775. // calculate the world matrix for each instance
  16776. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16777. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16778. // the mesh represents this single instance
  16779. _mesh.matrixWorld = _instanceWorldMatrix;
  16780. _mesh.raycast( raycaster, _instanceIntersects );
  16781. // process the result of raycast
  16782. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16783. var intersect = _instanceIntersects[ i ];
  16784. intersect.instanceId = instanceId;
  16785. intersect.object = this;
  16786. intersects.push( intersect );
  16787. }
  16788. _instanceIntersects.length = 0;
  16789. }
  16790. },
  16791. setMatrixAt: function ( index, matrix ) {
  16792. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16793. },
  16794. updateMorphTargets: function () {
  16795. }
  16796. } );
  16797. /**
  16798. * @author mrdoob / http://mrdoob.com/
  16799. * @author alteredq / http://alteredqualia.com/
  16800. *
  16801. * parameters = {
  16802. * color: <hex>,
  16803. * opacity: <float>,
  16804. *
  16805. * linewidth: <float>,
  16806. * linecap: "round",
  16807. * linejoin: "round"
  16808. * }
  16809. */
  16810. function LineBasicMaterial( parameters ) {
  16811. Material.call( this );
  16812. this.type = 'LineBasicMaterial';
  16813. this.color = new Color( 0xffffff );
  16814. this.linewidth = 1;
  16815. this.linecap = 'round';
  16816. this.linejoin = 'round';
  16817. this.morphTargets = false;
  16818. this.setValues( parameters );
  16819. }
  16820. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16821. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16822. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16823. LineBasicMaterial.prototype.copy = function ( source ) {
  16824. Material.prototype.copy.call( this, source );
  16825. this.color.copy( source.color );
  16826. this.linewidth = source.linewidth;
  16827. this.linecap = source.linecap;
  16828. this.linejoin = source.linejoin;
  16829. this.morphTargets = source.morphTargets;
  16830. return this;
  16831. };
  16832. /**
  16833. * @author mrdoob / http://mrdoob.com/
  16834. */
  16835. var _start = new Vector3();
  16836. var _end = new Vector3();
  16837. var _inverseMatrix$1 = new Matrix4();
  16838. var _ray$1 = new Ray();
  16839. var _sphere$2 = new Sphere();
  16840. function Line( geometry, material, mode ) {
  16841. if ( mode === 1 ) {
  16842. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16843. }
  16844. Object3D.call( this );
  16845. this.type = 'Line';
  16846. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16847. this.material = material !== undefined ? material : new LineBasicMaterial();
  16848. this.updateMorphTargets();
  16849. }
  16850. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16851. constructor: Line,
  16852. isLine: true,
  16853. copy: function ( source ) {
  16854. Object3D.prototype.copy.call( this, source );
  16855. this.material = source.material;
  16856. this.geometry = source.geometry;
  16857. return this;
  16858. },
  16859. computeLineDistances: function () {
  16860. var geometry = this.geometry;
  16861. if ( geometry.isBufferGeometry ) {
  16862. // we assume non-indexed geometry
  16863. if ( geometry.index === null ) {
  16864. var positionAttribute = geometry.attributes.position;
  16865. var lineDistances = [ 0 ];
  16866. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16867. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16868. _end.fromBufferAttribute( positionAttribute, i );
  16869. lineDistances[ i ] = lineDistances[ i - 1 ];
  16870. lineDistances[ i ] += _start.distanceTo( _end );
  16871. }
  16872. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16873. } else {
  16874. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16875. }
  16876. } else if ( geometry.isGeometry ) {
  16877. var vertices = geometry.vertices;
  16878. var lineDistances$1 = geometry.lineDistances;
  16879. lineDistances$1[ 0 ] = 0;
  16880. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16881. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16882. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16883. }
  16884. }
  16885. return this;
  16886. },
  16887. raycast: function ( raycaster, intersects ) {
  16888. var geometry = this.geometry;
  16889. var matrixWorld = this.matrixWorld;
  16890. var threshold = raycaster.params.Line.threshold;
  16891. // Checking boundingSphere distance to ray
  16892. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16893. _sphere$2.copy( geometry.boundingSphere );
  16894. _sphere$2.applyMatrix4( matrixWorld );
  16895. _sphere$2.radius += threshold;
  16896. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16897. //
  16898. _inverseMatrix$1.getInverse( matrixWorld );
  16899. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16900. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16901. var localThresholdSq = localThreshold * localThreshold;
  16902. var vStart = new Vector3();
  16903. var vEnd = new Vector3();
  16904. var interSegment = new Vector3();
  16905. var interRay = new Vector3();
  16906. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16907. if ( geometry.isBufferGeometry ) {
  16908. var index = geometry.index;
  16909. var attributes = geometry.attributes;
  16910. var positions = attributes.position.array;
  16911. if ( index !== null ) {
  16912. var indices = index.array;
  16913. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16914. var a = indices[ i ];
  16915. var b = indices[ i + 1 ];
  16916. vStart.fromArray( positions, a * 3 );
  16917. vEnd.fromArray( positions, b * 3 );
  16918. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16919. if ( distSq > localThresholdSq ) { continue; }
  16920. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16921. var distance = raycaster.ray.origin.distanceTo( interRay );
  16922. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16923. intersects.push( {
  16924. distance: distance,
  16925. // What do we want? intersection point on the ray or on the segment??
  16926. // point: raycaster.ray.at( distance ),
  16927. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16928. index: i,
  16929. face: null,
  16930. faceIndex: null,
  16931. object: this
  16932. } );
  16933. }
  16934. } else {
  16935. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16936. vStart.fromArray( positions, 3 * i$1 );
  16937. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16938. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16939. if ( distSq$1 > localThresholdSq ) { continue; }
  16940. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16941. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16942. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16943. intersects.push( {
  16944. distance: distance$1,
  16945. // What do we want? intersection point on the ray or on the segment??
  16946. // point: raycaster.ray.at( distance ),
  16947. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16948. index: i$1,
  16949. face: null,
  16950. faceIndex: null,
  16951. object: this
  16952. } );
  16953. }
  16954. }
  16955. } else if ( geometry.isGeometry ) {
  16956. var vertices = geometry.vertices;
  16957. var nbVertices = vertices.length;
  16958. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16959. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16960. if ( distSq$2 > localThresholdSq ) { continue; }
  16961. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16962. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16963. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16964. intersects.push( {
  16965. distance: distance$2,
  16966. // What do we want? intersection point on the ray or on the segment??
  16967. // point: raycaster.ray.at( distance ),
  16968. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16969. index: i$2,
  16970. face: null,
  16971. faceIndex: null,
  16972. object: this
  16973. } );
  16974. }
  16975. }
  16976. },
  16977. updateMorphTargets: function () {
  16978. var geometry = this.geometry;
  16979. if ( geometry.isBufferGeometry ) {
  16980. var morphAttributes = geometry.morphAttributes;
  16981. var keys = Object.keys( morphAttributes );
  16982. if ( keys.length > 0 ) {
  16983. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16984. if ( morphAttribute !== undefined ) {
  16985. this.morphTargetInfluences = [];
  16986. this.morphTargetDictionary = {};
  16987. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16988. var name = morphAttribute[ m ].name || String( m );
  16989. this.morphTargetInfluences.push( 0 );
  16990. this.morphTargetDictionary[ name ] = m;
  16991. }
  16992. }
  16993. }
  16994. } else {
  16995. var morphTargets = geometry.morphTargets;
  16996. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16997. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16998. }
  16999. }
  17000. }
  17001. } );
  17002. /**
  17003. * @author mrdoob / http://mrdoob.com/
  17004. */
  17005. var _start$1 = new Vector3();
  17006. var _end$1 = new Vector3();
  17007. function LineSegments( geometry, material ) {
  17008. Line.call( this, geometry, material );
  17009. this.type = 'LineSegments';
  17010. }
  17011. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  17012. constructor: LineSegments,
  17013. isLineSegments: true,
  17014. computeLineDistances: function () {
  17015. var geometry = this.geometry;
  17016. if ( geometry.isBufferGeometry ) {
  17017. // we assume non-indexed geometry
  17018. if ( geometry.index === null ) {
  17019. var positionAttribute = geometry.attributes.position;
  17020. var lineDistances = [];
  17021. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  17022. _start$1.fromBufferAttribute( positionAttribute, i );
  17023. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  17024. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  17025. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  17026. }
  17027. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  17028. } else {
  17029. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  17030. }
  17031. } else if ( geometry.isGeometry ) {
  17032. var vertices = geometry.vertices;
  17033. var lineDistances$1 = geometry.lineDistances;
  17034. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  17035. _start$1.copy( vertices[ i$1 ] );
  17036. _end$1.copy( vertices[ i$1 + 1 ] );
  17037. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  17038. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  17039. }
  17040. }
  17041. return this;
  17042. }
  17043. } );
  17044. /**
  17045. * @author mgreter / http://github.com/mgreter
  17046. */
  17047. function LineLoop( geometry, material ) {
  17048. Line.call( this, geometry, material );
  17049. this.type = 'LineLoop';
  17050. }
  17051. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  17052. constructor: LineLoop,
  17053. isLineLoop: true,
  17054. } );
  17055. /**
  17056. * @author mrdoob / http://mrdoob.com/
  17057. * @author alteredq / http://alteredqualia.com/
  17058. *
  17059. * parameters = {
  17060. * color: <hex>,
  17061. * opacity: <float>,
  17062. * map: new THREE.Texture( <Image> ),
  17063. * alphaMap: new THREE.Texture( <Image> ),
  17064. *
  17065. * size: <float>,
  17066. * sizeAttenuation: <bool>
  17067. *
  17068. * morphTargets: <bool>
  17069. * }
  17070. */
  17071. function PointsMaterial( parameters ) {
  17072. Material.call( this );
  17073. this.type = 'PointsMaterial';
  17074. this.color = new Color( 0xffffff );
  17075. this.map = null;
  17076. this.alphaMap = null;
  17077. this.size = 1;
  17078. this.sizeAttenuation = true;
  17079. this.morphTargets = false;
  17080. this.setValues( parameters );
  17081. }
  17082. PointsMaterial.prototype = Object.create( Material.prototype );
  17083. PointsMaterial.prototype.constructor = PointsMaterial;
  17084. PointsMaterial.prototype.isPointsMaterial = true;
  17085. PointsMaterial.prototype.copy = function ( source ) {
  17086. Material.prototype.copy.call( this, source );
  17087. this.color.copy( source.color );
  17088. this.map = source.map;
  17089. this.alphaMap = source.alphaMap;
  17090. this.size = source.size;
  17091. this.sizeAttenuation = source.sizeAttenuation;
  17092. this.morphTargets = source.morphTargets;
  17093. return this;
  17094. };
  17095. /**
  17096. * @author alteredq / http://alteredqualia.com/
  17097. */
  17098. var _inverseMatrix$2 = new Matrix4();
  17099. var _ray$2 = new Ray();
  17100. var _sphere$3 = new Sphere();
  17101. var _position$1 = new Vector3();
  17102. function Points( geometry, material ) {
  17103. Object3D.call( this );
  17104. this.type = 'Points';
  17105. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  17106. this.material = material !== undefined ? material : new PointsMaterial();
  17107. this.updateMorphTargets();
  17108. }
  17109. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  17110. constructor: Points,
  17111. isPoints: true,
  17112. copy: function ( source ) {
  17113. Object3D.prototype.copy.call( this, source );
  17114. this.material = source.material;
  17115. this.geometry = source.geometry;
  17116. return this;
  17117. },
  17118. raycast: function ( raycaster, intersects ) {
  17119. var geometry = this.geometry;
  17120. var matrixWorld = this.matrixWorld;
  17121. var threshold = raycaster.params.Points.threshold;
  17122. // Checking boundingSphere distance to ray
  17123. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  17124. _sphere$3.copy( geometry.boundingSphere );
  17125. _sphere$3.applyMatrix4( matrixWorld );
  17126. _sphere$3.radius += threshold;
  17127. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  17128. //
  17129. _inverseMatrix$2.getInverse( matrixWorld );
  17130. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17131. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  17132. var localThresholdSq = localThreshold * localThreshold;
  17133. if ( geometry.isBufferGeometry ) {
  17134. var index = geometry.index;
  17135. var attributes = geometry.attributes;
  17136. var positions = attributes.position.array;
  17137. if ( index !== null ) {
  17138. var indices = index.array;
  17139. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  17140. var a = indices[ i ];
  17141. _position$1.fromArray( positions, a * 3 );
  17142. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17143. }
  17144. } else {
  17145. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  17146. _position$1.fromArray( positions, i$1 * 3 );
  17147. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17148. }
  17149. }
  17150. } else {
  17151. var vertices = geometry.vertices;
  17152. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  17153. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17154. }
  17155. }
  17156. },
  17157. updateMorphTargets: function () {
  17158. var geometry = this.geometry;
  17159. if ( geometry.isBufferGeometry ) {
  17160. var morphAttributes = geometry.morphAttributes;
  17161. var keys = Object.keys( morphAttributes );
  17162. if ( keys.length > 0 ) {
  17163. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  17164. if ( morphAttribute !== undefined ) {
  17165. this.morphTargetInfluences = [];
  17166. this.morphTargetDictionary = {};
  17167. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17168. var name = morphAttribute[ m ].name || String( m );
  17169. this.morphTargetInfluences.push( 0 );
  17170. this.morphTargetDictionary[ name ] = m;
  17171. }
  17172. }
  17173. }
  17174. } else {
  17175. var morphTargets = geometry.morphTargets;
  17176. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  17177. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  17178. }
  17179. }
  17180. }
  17181. } );
  17182. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  17183. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  17184. if ( rayPointDistanceSq < localThresholdSq ) {
  17185. var intersectPoint = new Vector3();
  17186. _ray$2.closestPointToPoint( point, intersectPoint );
  17187. intersectPoint.applyMatrix4( matrixWorld );
  17188. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  17189. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  17190. intersects.push( {
  17191. distance: distance,
  17192. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  17193. point: intersectPoint,
  17194. index: index,
  17195. face: null,
  17196. object: object
  17197. } );
  17198. }
  17199. }
  17200. /**
  17201. * @author mrdoob / http://mrdoob.com/
  17202. */
  17203. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17204. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17205. this.format = format !== undefined ? format : RGBFormat;
  17206. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17207. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17208. this.generateMipmaps = false;
  17209. var scope = this;
  17210. function updateVideo() {
  17211. scope.needsUpdate = true;
  17212. video.requestVideoFrameCallback( updateVideo );
  17213. }
  17214. if ( 'requestVideoFrameCallback' in video ) {
  17215. video.requestVideoFrameCallback( updateVideo );
  17216. }
  17217. }
  17218. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  17219. constructor: VideoTexture,
  17220. isVideoTexture: true,
  17221. update: function () {
  17222. var video = this.image;
  17223. var hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  17224. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  17225. this.needsUpdate = true;
  17226. }
  17227. }
  17228. } );
  17229. /**
  17230. * @author alteredq / http://alteredqualia.com/
  17231. */
  17232. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  17233. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  17234. this.image = { width: width, height: height };
  17235. this.mipmaps = mipmaps;
  17236. // no flipping for cube textures
  17237. // (also flipping doesn't work for compressed textures )
  17238. this.flipY = false;
  17239. // can't generate mipmaps for compressed textures
  17240. // mips must be embedded in DDS files
  17241. this.generateMipmaps = false;
  17242. }
  17243. CompressedTexture.prototype = Object.create( Texture.prototype );
  17244. CompressedTexture.prototype.constructor = CompressedTexture;
  17245. CompressedTexture.prototype.isCompressedTexture = true;
  17246. /**
  17247. * @author mrdoob / http://mrdoob.com/
  17248. */
  17249. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17250. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17251. this.needsUpdate = true;
  17252. }
  17253. CanvasTexture.prototype = Object.create( Texture.prototype );
  17254. CanvasTexture.prototype.constructor = CanvasTexture;
  17255. CanvasTexture.prototype.isCanvasTexture = true;
  17256. /**
  17257. * @author Matt DesLauriers / @mattdesl
  17258. * @author atix / arthursilber.de
  17259. */
  17260. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  17261. format = format !== undefined ? format : DepthFormat;
  17262. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  17263. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  17264. }
  17265. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  17266. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  17267. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17268. this.image = { width: width, height: height };
  17269. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17270. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17271. this.flipY = false;
  17272. this.generateMipmaps = false;
  17273. }
  17274. DepthTexture.prototype = Object.create( Texture.prototype );
  17275. DepthTexture.prototype.constructor = DepthTexture;
  17276. DepthTexture.prototype.isDepthTexture = true;
  17277. /**
  17278. * @author mrdoob / http://mrdoob.com/
  17279. * @author Mugen87 / https://github.com/Mugen87
  17280. */
  17281. function WireframeGeometry( geometry ) {
  17282. BufferGeometry.call( this );
  17283. this.type = 'WireframeGeometry';
  17284. // buffer
  17285. var vertices = [];
  17286. // helper variables
  17287. var edge = [ 0, 0 ], edges = {};
  17288. var keys = [ 'a', 'b', 'c' ];
  17289. // different logic for Geometry and BufferGeometry
  17290. if ( geometry && geometry.isGeometry ) {
  17291. // create a data structure that contains all edges without duplicates
  17292. var faces = geometry.faces;
  17293. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  17294. var face = faces[ i ];
  17295. for ( var j = 0; j < 3; j ++ ) {
  17296. var edge1 = face[ keys[ j ] ];
  17297. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  17298. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17299. edge[ 1 ] = Math.max( edge1, edge2 );
  17300. var key = edge[ 0 ] + ',' + edge[ 1 ];
  17301. if ( edges[ key ] === undefined ) {
  17302. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17303. }
  17304. }
  17305. }
  17306. // generate vertices
  17307. for ( var key$1 in edges ) {
  17308. var e = edges[ key$1 ];
  17309. var vertex = geometry.vertices[ e.index1 ];
  17310. vertices.push( vertex.x, vertex.y, vertex.z );
  17311. vertex = geometry.vertices[ e.index2 ];
  17312. vertices.push( vertex.x, vertex.y, vertex.z );
  17313. }
  17314. } else if ( geometry && geometry.isBufferGeometry ) {
  17315. var vertex$1 = new Vector3();
  17316. if ( geometry.index !== null ) {
  17317. // indexed BufferGeometry
  17318. var position = geometry.attributes.position;
  17319. var indices = geometry.index;
  17320. var groups = geometry.groups;
  17321. if ( groups.length === 0 ) {
  17322. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17323. }
  17324. // create a data structure that contains all eges without duplicates
  17325. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17326. var group = groups[ o ];
  17327. var start = group.start;
  17328. var count = group.count;
  17329. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17330. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17331. var edge1$1 = indices.getX( i$1 + j$1 );
  17332. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17333. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17334. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17335. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17336. if ( edges[ key$2 ] === undefined ) {
  17337. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17338. }
  17339. }
  17340. }
  17341. }
  17342. // generate vertices
  17343. for ( var key$3 in edges ) {
  17344. var e$1 = edges[ key$3 ];
  17345. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17346. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17347. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17348. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17349. }
  17350. } else {
  17351. // non-indexed BufferGeometry
  17352. var position$1 = geometry.attributes.position;
  17353. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17354. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17355. // three edges per triangle, an edge is represented as (index1, index2)
  17356. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17357. var index1 = 3 * i$2 + j$2;
  17358. vertex$1.fromBufferAttribute( position$1, index1 );
  17359. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17360. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17361. vertex$1.fromBufferAttribute( position$1, index2 );
  17362. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17363. }
  17364. }
  17365. }
  17366. }
  17367. // build geometry
  17368. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17369. }
  17370. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17371. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17372. /**
  17373. * @author zz85 / https://github.com/zz85
  17374. * @author Mugen87 / https://github.com/Mugen87
  17375. *
  17376. * Parametric Surfaces Geometry
  17377. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17378. */
  17379. // ParametricGeometry
  17380. function ParametricGeometry( func, slices, stacks ) {
  17381. Geometry.call( this );
  17382. this.type = 'ParametricGeometry';
  17383. this.parameters = {
  17384. func: func,
  17385. slices: slices,
  17386. stacks: stacks
  17387. };
  17388. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17389. this.mergeVertices();
  17390. }
  17391. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17392. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17393. // ParametricBufferGeometry
  17394. function ParametricBufferGeometry( func, slices, stacks ) {
  17395. BufferGeometry.call( this );
  17396. this.type = 'ParametricBufferGeometry';
  17397. this.parameters = {
  17398. func: func,
  17399. slices: slices,
  17400. stacks: stacks
  17401. };
  17402. // buffers
  17403. var indices = [];
  17404. var vertices = [];
  17405. var normals = [];
  17406. var uvs = [];
  17407. var EPS = 0.00001;
  17408. var normal = new Vector3();
  17409. var p0 = new Vector3(), p1 = new Vector3();
  17410. var pu = new Vector3(), pv = new Vector3();
  17411. if ( func.length < 3 ) {
  17412. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17413. }
  17414. // generate vertices, normals and uvs
  17415. var sliceCount = slices + 1;
  17416. for ( var i = 0; i <= stacks; i ++ ) {
  17417. var v = i / stacks;
  17418. for ( var j = 0; j <= slices; j ++ ) {
  17419. var u = j / slices;
  17420. // vertex
  17421. func( u, v, p0 );
  17422. vertices.push( p0.x, p0.y, p0.z );
  17423. // normal
  17424. // approximate tangent vectors via finite differences
  17425. if ( u - EPS >= 0 ) {
  17426. func( u - EPS, v, p1 );
  17427. pu.subVectors( p0, p1 );
  17428. } else {
  17429. func( u + EPS, v, p1 );
  17430. pu.subVectors( p1, p0 );
  17431. }
  17432. if ( v - EPS >= 0 ) {
  17433. func( u, v - EPS, p1 );
  17434. pv.subVectors( p0, p1 );
  17435. } else {
  17436. func( u, v + EPS, p1 );
  17437. pv.subVectors( p1, p0 );
  17438. }
  17439. // cross product of tangent vectors returns surface normal
  17440. normal.crossVectors( pu, pv ).normalize();
  17441. normals.push( normal.x, normal.y, normal.z );
  17442. // uv
  17443. uvs.push( u, v );
  17444. }
  17445. }
  17446. // generate indices
  17447. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17448. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17449. var a = i$1 * sliceCount + j$1;
  17450. var b = i$1 * sliceCount + j$1 + 1;
  17451. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17452. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17453. // faces one and two
  17454. indices.push( a, b, d );
  17455. indices.push( b, c, d );
  17456. }
  17457. }
  17458. // build geometry
  17459. this.setIndex( indices );
  17460. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17461. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17462. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17463. }
  17464. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17465. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17466. /**
  17467. * @author clockworkgeek / https://github.com/clockworkgeek
  17468. * @author timothypratley / https://github.com/timothypratley
  17469. * @author WestLangley / http://github.com/WestLangley
  17470. * @author Mugen87 / https://github.com/Mugen87
  17471. */
  17472. // PolyhedronGeometry
  17473. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17474. Geometry.call( this );
  17475. this.type = 'PolyhedronGeometry';
  17476. this.parameters = {
  17477. vertices: vertices,
  17478. indices: indices,
  17479. radius: radius,
  17480. detail: detail
  17481. };
  17482. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17483. this.mergeVertices();
  17484. }
  17485. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17486. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17487. // PolyhedronBufferGeometry
  17488. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17489. BufferGeometry.call( this );
  17490. this.type = 'PolyhedronBufferGeometry';
  17491. this.parameters = {
  17492. vertices: vertices,
  17493. indices: indices,
  17494. radius: radius,
  17495. detail: detail
  17496. };
  17497. radius = radius || 1;
  17498. detail = detail || 0;
  17499. // default buffer data
  17500. var vertexBuffer = [];
  17501. var uvBuffer = [];
  17502. // the subdivision creates the vertex buffer data
  17503. subdivide( detail );
  17504. // all vertices should lie on a conceptual sphere with a given radius
  17505. applyRadius( radius );
  17506. // finally, create the uv data
  17507. generateUVs();
  17508. // build non-indexed geometry
  17509. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17510. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17511. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17512. if ( detail === 0 ) {
  17513. this.computeVertexNormals(); // flat normals
  17514. } else {
  17515. this.normalizeNormals(); // smooth normals
  17516. }
  17517. // helper functions
  17518. function subdivide( detail ) {
  17519. var a = new Vector3();
  17520. var b = new Vector3();
  17521. var c = new Vector3();
  17522. // iterate over all faces and apply a subdivison with the given detail value
  17523. for ( var i = 0; i < indices.length; i += 3 ) {
  17524. // get the vertices of the face
  17525. getVertexByIndex( indices[ i + 0 ], a );
  17526. getVertexByIndex( indices[ i + 1 ], b );
  17527. getVertexByIndex( indices[ i + 2 ], c );
  17528. // perform subdivision
  17529. subdivideFace( a, b, c, detail );
  17530. }
  17531. }
  17532. function subdivideFace( a, b, c, detail ) {
  17533. var cols = Math.pow( 2, detail );
  17534. // we use this multidimensional array as a data structure for creating the subdivision
  17535. var v = [];
  17536. // construct all of the vertices for this subdivision
  17537. for ( var i = 0; i <= cols; i ++ ) {
  17538. v[ i ] = [];
  17539. var aj = a.clone().lerp( c, i / cols );
  17540. var bj = b.clone().lerp( c, i / cols );
  17541. var rows = cols - i;
  17542. for ( var j = 0; j <= rows; j ++ ) {
  17543. if ( j === 0 && i === cols ) {
  17544. v[ i ][ j ] = aj;
  17545. } else {
  17546. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17547. }
  17548. }
  17549. }
  17550. // construct all of the faces
  17551. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17552. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17553. var k = Math.floor( j$1 / 2 );
  17554. if ( j$1 % 2 === 0 ) {
  17555. pushVertex( v[ i$1 ][ k + 1 ] );
  17556. pushVertex( v[ i$1 + 1 ][ k ] );
  17557. pushVertex( v[ i$1 ][ k ] );
  17558. } else {
  17559. pushVertex( v[ i$1 ][ k + 1 ] );
  17560. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17561. pushVertex( v[ i$1 + 1 ][ k ] );
  17562. }
  17563. }
  17564. }
  17565. }
  17566. function applyRadius( radius ) {
  17567. var vertex = new Vector3();
  17568. // iterate over the entire buffer and apply the radius to each vertex
  17569. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17570. vertex.x = vertexBuffer[ i + 0 ];
  17571. vertex.y = vertexBuffer[ i + 1 ];
  17572. vertex.z = vertexBuffer[ i + 2 ];
  17573. vertex.normalize().multiplyScalar( radius );
  17574. vertexBuffer[ i + 0 ] = vertex.x;
  17575. vertexBuffer[ i + 1 ] = vertex.y;
  17576. vertexBuffer[ i + 2 ] = vertex.z;
  17577. }
  17578. }
  17579. function generateUVs() {
  17580. var vertex = new Vector3();
  17581. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17582. vertex.x = vertexBuffer[ i + 0 ];
  17583. vertex.y = vertexBuffer[ i + 1 ];
  17584. vertex.z = vertexBuffer[ i + 2 ];
  17585. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17586. var v = inclination( vertex ) / Math.PI + 0.5;
  17587. uvBuffer.push( u, 1 - v );
  17588. }
  17589. correctUVs();
  17590. correctSeam();
  17591. }
  17592. function correctSeam() {
  17593. // handle case when face straddles the seam, see #3269
  17594. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17595. // uv data of a single face
  17596. var x0 = uvBuffer[ i + 0 ];
  17597. var x1 = uvBuffer[ i + 2 ];
  17598. var x2 = uvBuffer[ i + 4 ];
  17599. var max = Math.max( x0, x1, x2 );
  17600. var min = Math.min( x0, x1, x2 );
  17601. // 0.9 is somewhat arbitrary
  17602. if ( max > 0.9 && min < 0.1 ) {
  17603. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17604. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17605. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17606. }
  17607. }
  17608. }
  17609. function pushVertex( vertex ) {
  17610. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17611. }
  17612. function getVertexByIndex( index, vertex ) {
  17613. var stride = index * 3;
  17614. vertex.x = vertices[ stride + 0 ];
  17615. vertex.y = vertices[ stride + 1 ];
  17616. vertex.z = vertices[ stride + 2 ];
  17617. }
  17618. function correctUVs() {
  17619. var a = new Vector3();
  17620. var b = new Vector3();
  17621. var c = new Vector3();
  17622. var centroid = new Vector3();
  17623. var uvA = new Vector2();
  17624. var uvB = new Vector2();
  17625. var uvC = new Vector2();
  17626. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17627. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17628. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17629. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17630. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17631. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17632. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17633. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17634. var azi = azimuth( centroid );
  17635. correctUV( uvA, j + 0, a, azi );
  17636. correctUV( uvB, j + 2, b, azi );
  17637. correctUV( uvC, j + 4, c, azi );
  17638. }
  17639. }
  17640. function correctUV( uv, stride, vector, azimuth ) {
  17641. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17642. uvBuffer[ stride ] = uv.x - 1;
  17643. }
  17644. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17645. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17646. }
  17647. }
  17648. // Angle around the Y axis, counter-clockwise when looking from above.
  17649. function azimuth( vector ) {
  17650. return Math.atan2( vector.z, - vector.x );
  17651. }
  17652. // Angle above the XZ plane.
  17653. function inclination( vector ) {
  17654. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17655. }
  17656. }
  17657. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17658. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17659. /**
  17660. * @author timothypratley / https://github.com/timothypratley
  17661. * @author Mugen87 / https://github.com/Mugen87
  17662. */
  17663. // TetrahedronGeometry
  17664. function TetrahedronGeometry( radius, detail ) {
  17665. Geometry.call( this );
  17666. this.type = 'TetrahedronGeometry';
  17667. this.parameters = {
  17668. radius: radius,
  17669. detail: detail
  17670. };
  17671. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17672. this.mergeVertices();
  17673. }
  17674. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17675. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17676. // TetrahedronBufferGeometry
  17677. function TetrahedronBufferGeometry( radius, detail ) {
  17678. var vertices = [
  17679. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17680. ];
  17681. var indices = [
  17682. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17683. ];
  17684. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17685. this.type = 'TetrahedronBufferGeometry';
  17686. this.parameters = {
  17687. radius: radius,
  17688. detail: detail
  17689. };
  17690. }
  17691. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17692. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17693. /**
  17694. * @author timothypratley / https://github.com/timothypratley
  17695. * @author Mugen87 / https://github.com/Mugen87
  17696. */
  17697. // OctahedronGeometry
  17698. function OctahedronGeometry( radius, detail ) {
  17699. Geometry.call( this );
  17700. this.type = 'OctahedronGeometry';
  17701. this.parameters = {
  17702. radius: radius,
  17703. detail: detail
  17704. };
  17705. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17706. this.mergeVertices();
  17707. }
  17708. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17709. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17710. // OctahedronBufferGeometry
  17711. function OctahedronBufferGeometry( radius, detail ) {
  17712. var vertices = [
  17713. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17714. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17715. ];
  17716. var indices = [
  17717. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17718. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17719. 1, 3, 4, 1, 4, 2
  17720. ];
  17721. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17722. this.type = 'OctahedronBufferGeometry';
  17723. this.parameters = {
  17724. radius: radius,
  17725. detail: detail
  17726. };
  17727. }
  17728. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17729. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17730. /**
  17731. * @author timothypratley / https://github.com/timothypratley
  17732. * @author Mugen87 / https://github.com/Mugen87
  17733. */
  17734. // IcosahedronGeometry
  17735. function IcosahedronGeometry( radius, detail ) {
  17736. Geometry.call( this );
  17737. this.type = 'IcosahedronGeometry';
  17738. this.parameters = {
  17739. radius: radius,
  17740. detail: detail
  17741. };
  17742. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17743. this.mergeVertices();
  17744. }
  17745. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17746. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17747. // IcosahedronBufferGeometry
  17748. function IcosahedronBufferGeometry( radius, detail ) {
  17749. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17750. var vertices = [
  17751. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17752. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17753. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17754. ];
  17755. var indices = [
  17756. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17757. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17758. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17759. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17760. ];
  17761. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17762. this.type = 'IcosahedronBufferGeometry';
  17763. this.parameters = {
  17764. radius: radius,
  17765. detail: detail
  17766. };
  17767. }
  17768. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17769. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17770. /**
  17771. * @author Abe Pazos / https://hamoid.com
  17772. * @author Mugen87 / https://github.com/Mugen87
  17773. */
  17774. // DodecahedronGeometry
  17775. function DodecahedronGeometry( radius, detail ) {
  17776. Geometry.call( this );
  17777. this.type = 'DodecahedronGeometry';
  17778. this.parameters = {
  17779. radius: radius,
  17780. detail: detail
  17781. };
  17782. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17783. this.mergeVertices();
  17784. }
  17785. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17786. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17787. // DodecahedronBufferGeometry
  17788. function DodecahedronBufferGeometry( radius, detail ) {
  17789. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17790. var r = 1 / t;
  17791. var vertices = [
  17792. // (±1, ±1, ±1)
  17793. - 1, - 1, - 1, - 1, - 1, 1,
  17794. - 1, 1, - 1, - 1, 1, 1,
  17795. 1, - 1, - 1, 1, - 1, 1,
  17796. 1, 1, - 1, 1, 1, 1,
  17797. // (0, ±1/φ, ±φ)
  17798. 0, - r, - t, 0, - r, t,
  17799. 0, r, - t, 0, r, t,
  17800. // (±1/φ, ±φ, 0)
  17801. - r, - t, 0, - r, t, 0,
  17802. r, - t, 0, r, t, 0,
  17803. // (±φ, 0, ±1/φ)
  17804. - t, 0, - r, t, 0, - r,
  17805. - t, 0, r, t, 0, r
  17806. ];
  17807. var indices = [
  17808. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17809. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17810. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17811. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17812. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17813. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17814. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17815. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17816. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17817. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17818. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17819. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17820. ];
  17821. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17822. this.type = 'DodecahedronBufferGeometry';
  17823. this.parameters = {
  17824. radius: radius,
  17825. detail: detail
  17826. };
  17827. }
  17828. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17829. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17830. /**
  17831. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17832. * @author WestLangley / https://github.com/WestLangley
  17833. * @author zz85 / https://github.com/zz85
  17834. * @author miningold / https://github.com/miningold
  17835. * @author jonobr1 / https://github.com/jonobr1
  17836. * @author Mugen87 / https://github.com/Mugen87
  17837. *
  17838. */
  17839. // TubeGeometry
  17840. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17841. Geometry.call( this );
  17842. this.type = 'TubeGeometry';
  17843. this.parameters = {
  17844. path: path,
  17845. tubularSegments: tubularSegments,
  17846. radius: radius,
  17847. radialSegments: radialSegments,
  17848. closed: closed
  17849. };
  17850. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17851. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17852. // expose internals
  17853. this.tangents = bufferGeometry.tangents;
  17854. this.normals = bufferGeometry.normals;
  17855. this.binormals = bufferGeometry.binormals;
  17856. // create geometry
  17857. this.fromBufferGeometry( bufferGeometry );
  17858. this.mergeVertices();
  17859. }
  17860. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17861. TubeGeometry.prototype.constructor = TubeGeometry;
  17862. // TubeBufferGeometry
  17863. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17864. BufferGeometry.call( this );
  17865. this.type = 'TubeBufferGeometry';
  17866. this.parameters = {
  17867. path: path,
  17868. tubularSegments: tubularSegments,
  17869. radius: radius,
  17870. radialSegments: radialSegments,
  17871. closed: closed
  17872. };
  17873. tubularSegments = tubularSegments || 64;
  17874. radius = radius || 1;
  17875. radialSegments = radialSegments || 8;
  17876. closed = closed || false;
  17877. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17878. // expose internals
  17879. this.tangents = frames.tangents;
  17880. this.normals = frames.normals;
  17881. this.binormals = frames.binormals;
  17882. // helper variables
  17883. var vertex = new Vector3();
  17884. var normal = new Vector3();
  17885. var uv = new Vector2();
  17886. var P = new Vector3();
  17887. // buffer
  17888. var vertices = [];
  17889. var normals = [];
  17890. var uvs = [];
  17891. var indices = [];
  17892. // create buffer data
  17893. generateBufferData();
  17894. // build geometry
  17895. this.setIndex( indices );
  17896. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17897. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17898. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17899. // functions
  17900. function generateBufferData() {
  17901. for ( var i = 0; i < tubularSegments; i ++ ) {
  17902. generateSegment( i );
  17903. }
  17904. // if the geometry is not closed, generate the last row of vertices and normals
  17905. // at the regular position on the given path
  17906. //
  17907. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17908. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17909. // uvs are generated in a separate function.
  17910. // this makes it easy compute correct values for closed geometries
  17911. generateUVs();
  17912. // finally create faces
  17913. generateIndices();
  17914. }
  17915. function generateSegment( i ) {
  17916. // we use getPointAt to sample evenly distributed points from the given path
  17917. P = path.getPointAt( i / tubularSegments, P );
  17918. // retrieve corresponding normal and binormal
  17919. var N = frames.normals[ i ];
  17920. var B = frames.binormals[ i ];
  17921. // generate normals and vertices for the current segment
  17922. for ( var j = 0; j <= radialSegments; j ++ ) {
  17923. var v = j / radialSegments * Math.PI * 2;
  17924. var sin = Math.sin( v );
  17925. var cos = - Math.cos( v );
  17926. // normal
  17927. normal.x = ( cos * N.x + sin * B.x );
  17928. normal.y = ( cos * N.y + sin * B.y );
  17929. normal.z = ( cos * N.z + sin * B.z );
  17930. normal.normalize();
  17931. normals.push( normal.x, normal.y, normal.z );
  17932. // vertex
  17933. vertex.x = P.x + radius * normal.x;
  17934. vertex.y = P.y + radius * normal.y;
  17935. vertex.z = P.z + radius * normal.z;
  17936. vertices.push( vertex.x, vertex.y, vertex.z );
  17937. }
  17938. }
  17939. function generateIndices() {
  17940. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17941. for ( var i = 1; i <= radialSegments; i ++ ) {
  17942. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17943. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17944. var c = ( radialSegments + 1 ) * j + i;
  17945. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17946. // faces
  17947. indices.push( a, b, d );
  17948. indices.push( b, c, d );
  17949. }
  17950. }
  17951. }
  17952. function generateUVs() {
  17953. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17954. for ( var j = 0; j <= radialSegments; j ++ ) {
  17955. uv.x = i / tubularSegments;
  17956. uv.y = j / radialSegments;
  17957. uvs.push( uv.x, uv.y );
  17958. }
  17959. }
  17960. }
  17961. }
  17962. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17963. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17964. TubeBufferGeometry.prototype.toJSON = function () {
  17965. var data = BufferGeometry.prototype.toJSON.call( this );
  17966. data.path = this.parameters.path.toJSON();
  17967. return data;
  17968. };
  17969. /**
  17970. * @author oosmoxiecode
  17971. * @author Mugen87 / https://github.com/Mugen87
  17972. *
  17973. * based on http://www.blackpawn.com/texts/pqtorus/
  17974. */
  17975. // TorusKnotGeometry
  17976. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17977. Geometry.call( this );
  17978. this.type = 'TorusKnotGeometry';
  17979. this.parameters = {
  17980. radius: radius,
  17981. tube: tube,
  17982. tubularSegments: tubularSegments,
  17983. radialSegments: radialSegments,
  17984. p: p,
  17985. q: q
  17986. };
  17987. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17988. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17989. this.mergeVertices();
  17990. }
  17991. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17992. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17993. // TorusKnotBufferGeometry
  17994. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17995. BufferGeometry.call( this );
  17996. this.type = 'TorusKnotBufferGeometry';
  17997. this.parameters = {
  17998. radius: radius,
  17999. tube: tube,
  18000. tubularSegments: tubularSegments,
  18001. radialSegments: radialSegments,
  18002. p: p,
  18003. q: q
  18004. };
  18005. radius = radius || 1;
  18006. tube = tube || 0.4;
  18007. tubularSegments = Math.floor( tubularSegments ) || 64;
  18008. radialSegments = Math.floor( radialSegments ) || 8;
  18009. p = p || 2;
  18010. q = q || 3;
  18011. // buffers
  18012. var indices = [];
  18013. var vertices = [];
  18014. var normals = [];
  18015. var uvs = [];
  18016. // helper variables
  18017. var vertex = new Vector3();
  18018. var normal = new Vector3();
  18019. var P1 = new Vector3();
  18020. var P2 = new Vector3();
  18021. var B = new Vector3();
  18022. var T = new Vector3();
  18023. var N = new Vector3();
  18024. // generate vertices, normals and uvs
  18025. for ( var i = 0; i <= tubularSegments; ++ i ) {
  18026. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  18027. var u = i / tubularSegments * p * Math.PI * 2;
  18028. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  18029. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  18030. calculatePositionOnCurve( u, p, q, radius, P1 );
  18031. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  18032. // calculate orthonormal basis
  18033. T.subVectors( P2, P1 );
  18034. N.addVectors( P2, P1 );
  18035. B.crossVectors( T, N );
  18036. N.crossVectors( B, T );
  18037. // normalize B, N. T can be ignored, we don't use it
  18038. B.normalize();
  18039. N.normalize();
  18040. for ( var j = 0; j <= radialSegments; ++ j ) {
  18041. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  18042. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  18043. var v = j / radialSegments * Math.PI * 2;
  18044. var cx = - tube * Math.cos( v );
  18045. var cy = tube * Math.sin( v );
  18046. // now calculate the final vertex position.
  18047. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  18048. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  18049. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  18050. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  18051. vertices.push( vertex.x, vertex.y, vertex.z );
  18052. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  18053. normal.subVectors( vertex, P1 ).normalize();
  18054. normals.push( normal.x, normal.y, normal.z );
  18055. // uv
  18056. uvs.push( i / tubularSegments );
  18057. uvs.push( j / radialSegments );
  18058. }
  18059. }
  18060. // generate indices
  18061. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  18062. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  18063. // indices
  18064. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  18065. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  18066. var c = ( radialSegments + 1 ) * j$1 + i$1;
  18067. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18068. // faces
  18069. indices.push( a, b, d );
  18070. indices.push( b, c, d );
  18071. }
  18072. }
  18073. // build geometry
  18074. this.setIndex( indices );
  18075. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18076. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18077. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18078. // this function calculates the current position on the torus curve
  18079. function calculatePositionOnCurve( u, p, q, radius, position ) {
  18080. var cu = Math.cos( u );
  18081. var su = Math.sin( u );
  18082. var quOverP = q / p * u;
  18083. var cs = Math.cos( quOverP );
  18084. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  18085. position.y = radius * ( 2 + cs ) * su * 0.5;
  18086. position.z = radius * Math.sin( quOverP ) * 0.5;
  18087. }
  18088. }
  18089. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18090. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  18091. /**
  18092. * @author oosmoxiecode
  18093. * @author mrdoob / http://mrdoob.com/
  18094. * @author Mugen87 / https://github.com/Mugen87
  18095. */
  18096. // TorusGeometry
  18097. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18098. Geometry.call( this );
  18099. this.type = 'TorusGeometry';
  18100. this.parameters = {
  18101. radius: radius,
  18102. tube: tube,
  18103. radialSegments: radialSegments,
  18104. tubularSegments: tubularSegments,
  18105. arc: arc
  18106. };
  18107. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  18108. this.mergeVertices();
  18109. }
  18110. TorusGeometry.prototype = Object.create( Geometry.prototype );
  18111. TorusGeometry.prototype.constructor = TorusGeometry;
  18112. // TorusBufferGeometry
  18113. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18114. BufferGeometry.call( this );
  18115. this.type = 'TorusBufferGeometry';
  18116. this.parameters = {
  18117. radius: radius,
  18118. tube: tube,
  18119. radialSegments: radialSegments,
  18120. tubularSegments: tubularSegments,
  18121. arc: arc
  18122. };
  18123. radius = radius || 1;
  18124. tube = tube || 0.4;
  18125. radialSegments = Math.floor( radialSegments ) || 8;
  18126. tubularSegments = Math.floor( tubularSegments ) || 6;
  18127. arc = arc || Math.PI * 2;
  18128. // buffers
  18129. var indices = [];
  18130. var vertices = [];
  18131. var normals = [];
  18132. var uvs = [];
  18133. // helper variables
  18134. var center = new Vector3();
  18135. var vertex = new Vector3();
  18136. var normal = new Vector3();
  18137. // generate vertices, normals and uvs
  18138. for ( var j = 0; j <= radialSegments; j ++ ) {
  18139. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18140. var u = i / tubularSegments * arc;
  18141. var v = j / radialSegments * Math.PI * 2;
  18142. // vertex
  18143. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18144. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18145. vertex.z = tube * Math.sin( v );
  18146. vertices.push( vertex.x, vertex.y, vertex.z );
  18147. // normal
  18148. center.x = radius * Math.cos( u );
  18149. center.y = radius * Math.sin( u );
  18150. normal.subVectors( vertex, center ).normalize();
  18151. normals.push( normal.x, normal.y, normal.z );
  18152. // uv
  18153. uvs.push( i / tubularSegments );
  18154. uvs.push( j / radialSegments );
  18155. }
  18156. }
  18157. // generate indices
  18158. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  18159. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  18160. // indices
  18161. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  18162. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  18163. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18164. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  18165. // faces
  18166. indices.push( a, b, d );
  18167. indices.push( b, c, d );
  18168. }
  18169. }
  18170. // build geometry
  18171. this.setIndex( indices );
  18172. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18173. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18174. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18175. }
  18176. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18177. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  18178. /**
  18179. * @author Mugen87 / https://github.com/Mugen87
  18180. * Port from https://github.com/mapbox/earcut (v2.2.2)
  18181. */
  18182. var Earcut = {
  18183. triangulate: function ( data, holeIndices, dim ) {
  18184. dim = dim || 2;
  18185. var hasHoles = holeIndices && holeIndices.length,
  18186. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  18187. outerNode = linkedList( data, 0, outerLen, dim, true ),
  18188. triangles = [];
  18189. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  18190. var minX, minY, maxX, maxY, x, y, invSize;
  18191. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  18192. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  18193. if ( data.length > 80 * dim ) {
  18194. minX = maxX = data[ 0 ];
  18195. minY = maxY = data[ 1 ];
  18196. for ( var i = dim; i < outerLen; i += dim ) {
  18197. x = data[ i ];
  18198. y = data[ i + 1 ];
  18199. if ( x < minX ) { minX = x; }
  18200. if ( y < minY ) { minY = y; }
  18201. if ( x > maxX ) { maxX = x; }
  18202. if ( y > maxY ) { maxY = y; }
  18203. }
  18204. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  18205. invSize = Math.max( maxX - minX, maxY - minY );
  18206. invSize = invSize !== 0 ? 1 / invSize : 0;
  18207. }
  18208. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  18209. return triangles;
  18210. }
  18211. };
  18212. // create a circular doubly linked list from polygon points in the specified winding order
  18213. function linkedList( data, start, end, dim, clockwise ) {
  18214. var i, last;
  18215. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  18216. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18217. } else {
  18218. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18219. }
  18220. if ( last && equals( last, last.next ) ) {
  18221. removeNode( last );
  18222. last = last.next;
  18223. }
  18224. return last;
  18225. }
  18226. // eliminate colinear or duplicate points
  18227. function filterPoints( start, end ) {
  18228. if ( ! start ) { return start; }
  18229. if ( ! end ) { end = start; }
  18230. var p = start,
  18231. again;
  18232. do {
  18233. again = false;
  18234. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  18235. removeNode( p );
  18236. p = end = p.prev;
  18237. if ( p === p.next ) { break; }
  18238. again = true;
  18239. } else {
  18240. p = p.next;
  18241. }
  18242. } while ( again || p !== end );
  18243. return end;
  18244. }
  18245. // main ear slicing loop which triangulates a polygon (given as a linked list)
  18246. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  18247. if ( ! ear ) { return; }
  18248. // interlink polygon nodes in z-order
  18249. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  18250. var stop = ear,
  18251. prev, next;
  18252. // iterate through ears, slicing them one by one
  18253. while ( ear.prev !== ear.next ) {
  18254. prev = ear.prev;
  18255. next = ear.next;
  18256. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  18257. // cut off the triangle
  18258. triangles.push( prev.i / dim );
  18259. triangles.push( ear.i / dim );
  18260. triangles.push( next.i / dim );
  18261. removeNode( ear );
  18262. // skipping the next vertex leads to less sliver triangles
  18263. ear = next.next;
  18264. stop = next.next;
  18265. continue;
  18266. }
  18267. ear = next;
  18268. // if we looped through the whole remaining polygon and can't find any more ears
  18269. if ( ear === stop ) {
  18270. // try filtering points and slicing again
  18271. if ( ! pass ) {
  18272. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  18273. // if this didn't work, try curing all small self-intersections locally
  18274. } else if ( pass === 1 ) {
  18275. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  18276. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  18277. // as a last resort, try splitting the remaining polygon into two
  18278. } else if ( pass === 2 ) {
  18279. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  18280. }
  18281. break;
  18282. }
  18283. }
  18284. }
  18285. // check whether a polygon node forms a valid ear with adjacent nodes
  18286. function isEar( ear ) {
  18287. var a = ear.prev,
  18288. b = ear,
  18289. c = ear.next;
  18290. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18291. // now make sure we don't have other points inside the potential ear
  18292. var p = ear.next.next;
  18293. while ( p !== ear.prev ) {
  18294. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18295. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18296. p = p.next;
  18297. }
  18298. return true;
  18299. }
  18300. function isEarHashed( ear, minX, minY, invSize ) {
  18301. var a = ear.prev,
  18302. b = ear,
  18303. c = ear.next;
  18304. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18305. // triangle bbox; min & max are calculated like this for speed
  18306. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  18307. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  18308. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  18309. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  18310. // z-order range for the current triangle bbox;
  18311. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  18312. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  18313. var p = ear.prevZ,
  18314. n = ear.nextZ;
  18315. // look for points inside the triangle in both directions
  18316. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  18317. if ( p !== ear.prev && p !== ear.next &&
  18318. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18319. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18320. p = p.prevZ;
  18321. if ( n !== ear.prev && n !== ear.next &&
  18322. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18323. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18324. n = n.nextZ;
  18325. }
  18326. // look for remaining points in decreasing z-order
  18327. while ( p && p.z >= minZ ) {
  18328. if ( p !== ear.prev && p !== ear.next &&
  18329. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18330. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18331. p = p.prevZ;
  18332. }
  18333. // look for remaining points in increasing z-order
  18334. while ( n && n.z <= maxZ ) {
  18335. if ( n !== ear.prev && n !== ear.next &&
  18336. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18337. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18338. n = n.nextZ;
  18339. }
  18340. return true;
  18341. }
  18342. // go through all polygon nodes and cure small local self-intersections
  18343. function cureLocalIntersections( start, triangles, dim ) {
  18344. var p = start;
  18345. do {
  18346. var a = p.prev,
  18347. b = p.next.next;
  18348. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18349. triangles.push( a.i / dim );
  18350. triangles.push( p.i / dim );
  18351. triangles.push( b.i / dim );
  18352. // remove two nodes involved
  18353. removeNode( p );
  18354. removeNode( p.next );
  18355. p = start = b;
  18356. }
  18357. p = p.next;
  18358. } while ( p !== start );
  18359. return filterPoints( p );
  18360. }
  18361. // try splitting polygon into two and triangulate them independently
  18362. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18363. // look for a valid diagonal that divides the polygon into two
  18364. var a = start;
  18365. do {
  18366. var b = a.next.next;
  18367. while ( b !== a.prev ) {
  18368. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18369. // split the polygon in two by the diagonal
  18370. var c = splitPolygon( a, b );
  18371. // filter colinear points around the cuts
  18372. a = filterPoints( a, a.next );
  18373. c = filterPoints( c, c.next );
  18374. // run earcut on each half
  18375. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18376. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18377. return;
  18378. }
  18379. b = b.next;
  18380. }
  18381. a = a.next;
  18382. } while ( a !== start );
  18383. }
  18384. // link every hole into the outer loop, producing a single-ring polygon without holes
  18385. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18386. var queue = [],
  18387. i, len, start, end, list;
  18388. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18389. start = holeIndices[ i ] * dim;
  18390. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18391. list = linkedList( data, start, end, dim, false );
  18392. if ( list === list.next ) { list.steiner = true; }
  18393. queue.push( getLeftmost( list ) );
  18394. }
  18395. queue.sort( compareX );
  18396. // process holes from left to right
  18397. for ( i = 0; i < queue.length; i ++ ) {
  18398. eliminateHole( queue[ i ], outerNode );
  18399. outerNode = filterPoints( outerNode, outerNode.next );
  18400. }
  18401. return outerNode;
  18402. }
  18403. function compareX( a, b ) {
  18404. return a.x - b.x;
  18405. }
  18406. // find a bridge between vertices that connects hole with an outer ring and and link it
  18407. function eliminateHole( hole, outerNode ) {
  18408. outerNode = findHoleBridge( hole, outerNode );
  18409. if ( outerNode ) {
  18410. var b = splitPolygon( outerNode, hole );
  18411. // filter collinear points around the cuts
  18412. filterPoints( outerNode, outerNode.next );
  18413. filterPoints( b, b.next );
  18414. }
  18415. }
  18416. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18417. function findHoleBridge( hole, outerNode ) {
  18418. var p = outerNode,
  18419. hx = hole.x,
  18420. hy = hole.y,
  18421. qx = - Infinity,
  18422. m;
  18423. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18424. // segment's endpoint with lesser x will be potential connection point
  18425. do {
  18426. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18427. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18428. if ( x <= hx && x > qx ) {
  18429. qx = x;
  18430. if ( x === hx ) {
  18431. if ( hy === p.y ) { return p; }
  18432. if ( hy === p.next.y ) { return p.next; }
  18433. }
  18434. m = p.x < p.next.x ? p : p.next;
  18435. }
  18436. }
  18437. p = p.next;
  18438. } while ( p !== outerNode );
  18439. if ( ! m ) { return null; }
  18440. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18441. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18442. // if there are no points found, we have a valid connection;
  18443. // otherwise choose the point of the minimum angle with the ray as connection point
  18444. var stop = m,
  18445. mx = m.x,
  18446. my = m.y,
  18447. tanMin = Infinity,
  18448. tan;
  18449. p = m;
  18450. do {
  18451. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18452. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18453. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18454. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18455. m = p;
  18456. tanMin = tan;
  18457. }
  18458. }
  18459. p = p.next;
  18460. } while ( p !== stop );
  18461. return m;
  18462. }
  18463. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18464. function sectorContainsSector( m, p ) {
  18465. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18466. }
  18467. // interlink polygon nodes in z-order
  18468. function indexCurve( start, minX, minY, invSize ) {
  18469. var p = start;
  18470. do {
  18471. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18472. p.prevZ = p.prev;
  18473. p.nextZ = p.next;
  18474. p = p.next;
  18475. } while ( p !== start );
  18476. p.prevZ.nextZ = null;
  18477. p.prevZ = null;
  18478. sortLinked( p );
  18479. }
  18480. // Simon Tatham's linked list merge sort algorithm
  18481. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18482. function sortLinked( list ) {
  18483. var i, p, q, e, tail, numMerges, pSize, qSize,
  18484. inSize = 1;
  18485. do {
  18486. p = list;
  18487. list = null;
  18488. tail = null;
  18489. numMerges = 0;
  18490. while ( p ) {
  18491. numMerges ++;
  18492. q = p;
  18493. pSize = 0;
  18494. for ( i = 0; i < inSize; i ++ ) {
  18495. pSize ++;
  18496. q = q.nextZ;
  18497. if ( ! q ) { break; }
  18498. }
  18499. qSize = inSize;
  18500. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18501. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18502. e = p;
  18503. p = p.nextZ;
  18504. pSize --;
  18505. } else {
  18506. e = q;
  18507. q = q.nextZ;
  18508. qSize --;
  18509. }
  18510. if ( tail ) { tail.nextZ = e; }
  18511. else { list = e; }
  18512. e.prevZ = tail;
  18513. tail = e;
  18514. }
  18515. p = q;
  18516. }
  18517. tail.nextZ = null;
  18518. inSize *= 2;
  18519. } while ( numMerges > 1 );
  18520. return list;
  18521. }
  18522. // z-order of a point given coords and inverse of the longer side of data bbox
  18523. function zOrder( x, y, minX, minY, invSize ) {
  18524. // coords are transformed into non-negative 15-bit integer range
  18525. x = 32767 * ( x - minX ) * invSize;
  18526. y = 32767 * ( y - minY ) * invSize;
  18527. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18528. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18529. x = ( x | ( x << 2 ) ) & 0x33333333;
  18530. x = ( x | ( x << 1 ) ) & 0x55555555;
  18531. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18532. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18533. y = ( y | ( y << 2 ) ) & 0x33333333;
  18534. y = ( y | ( y << 1 ) ) & 0x55555555;
  18535. return x | ( y << 1 );
  18536. }
  18537. // find the leftmost node of a polygon ring
  18538. function getLeftmost( start ) {
  18539. var p = start,
  18540. leftmost = start;
  18541. do {
  18542. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18543. p = p.next;
  18544. } while ( p !== start );
  18545. return leftmost;
  18546. }
  18547. // check if a point lies within a convex triangle
  18548. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18549. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18550. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18551. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18552. }
  18553. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18554. function isValidDiagonal( a, b ) {
  18555. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18556. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18557. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18558. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18559. }
  18560. // signed area of a triangle
  18561. function area( p, q, r ) {
  18562. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18563. }
  18564. // check if two points are equal
  18565. function equals( p1, p2 ) {
  18566. return p1.x === p2.x && p1.y === p2.y;
  18567. }
  18568. // check if two segments intersect
  18569. function intersects( p1, q1, p2, q2 ) {
  18570. var o1 = sign( area( p1, q1, p2 ) );
  18571. var o2 = sign( area( p1, q1, q2 ) );
  18572. var o3 = sign( area( p2, q2, p1 ) );
  18573. var o4 = sign( area( p2, q2, q1 ) );
  18574. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18575. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18576. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18577. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18578. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18579. return false;
  18580. }
  18581. // for collinear points p, q, r, check if point q lies on segment pr
  18582. function onSegment( p, q, r ) {
  18583. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  18584. }
  18585. function sign( num ) {
  18586. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18587. }
  18588. // check if a polygon diagonal intersects any polygon segments
  18589. function intersectsPolygon( a, b ) {
  18590. var p = a;
  18591. do {
  18592. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18593. intersects( p, p.next, a, b ) ) { return true; }
  18594. p = p.next;
  18595. } while ( p !== a );
  18596. return false;
  18597. }
  18598. // check if a polygon diagonal is locally inside the polygon
  18599. function locallyInside( a, b ) {
  18600. return area( a.prev, a, a.next ) < 0 ?
  18601. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18602. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18603. }
  18604. // check if the middle point of a polygon diagonal is inside the polygon
  18605. function middleInside( a, b ) {
  18606. var p = a,
  18607. inside = false,
  18608. px = ( a.x + b.x ) / 2,
  18609. py = ( a.y + b.y ) / 2;
  18610. do {
  18611. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18612. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18613. { inside = ! inside; }
  18614. p = p.next;
  18615. } while ( p !== a );
  18616. return inside;
  18617. }
  18618. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18619. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18620. function splitPolygon( a, b ) {
  18621. var a2 = new Node( a.i, a.x, a.y ),
  18622. b2 = new Node( b.i, b.x, b.y ),
  18623. an = a.next,
  18624. bp = b.prev;
  18625. a.next = b;
  18626. b.prev = a;
  18627. a2.next = an;
  18628. an.prev = a2;
  18629. b2.next = a2;
  18630. a2.prev = b2;
  18631. bp.next = b2;
  18632. b2.prev = bp;
  18633. return b2;
  18634. }
  18635. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18636. function insertNode( i, x, y, last ) {
  18637. var p = new Node( i, x, y );
  18638. if ( ! last ) {
  18639. p.prev = p;
  18640. p.next = p;
  18641. } else {
  18642. p.next = last.next;
  18643. p.prev = last;
  18644. last.next.prev = p;
  18645. last.next = p;
  18646. }
  18647. return p;
  18648. }
  18649. function removeNode( p ) {
  18650. p.next.prev = p.prev;
  18651. p.prev.next = p.next;
  18652. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18653. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18654. }
  18655. function Node( i, x, y ) {
  18656. // vertex index in coordinates array
  18657. this.i = i;
  18658. // vertex coordinates
  18659. this.x = x;
  18660. this.y = y;
  18661. // previous and next vertex nodes in a polygon ring
  18662. this.prev = null;
  18663. this.next = null;
  18664. // z-order curve value
  18665. this.z = null;
  18666. // previous and next nodes in z-order
  18667. this.prevZ = null;
  18668. this.nextZ = null;
  18669. // indicates whether this is a steiner point
  18670. this.steiner = false;
  18671. }
  18672. function signedArea( data, start, end, dim ) {
  18673. var sum = 0;
  18674. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18675. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18676. j = i;
  18677. }
  18678. return sum;
  18679. }
  18680. /**
  18681. * @author zz85 / http://www.lab4games.net/zz85/blog
  18682. */
  18683. var ShapeUtils = {
  18684. // calculate area of the contour polygon
  18685. area: function ( contour ) {
  18686. var n = contour.length;
  18687. var a = 0.0;
  18688. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18689. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18690. }
  18691. return a * 0.5;
  18692. },
  18693. isClockWise: function ( pts ) {
  18694. return ShapeUtils.area( pts ) < 0;
  18695. },
  18696. triangulateShape: function ( contour, holes ) {
  18697. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18698. var holeIndices = []; // array of hole indices
  18699. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18700. removeDupEndPts( contour );
  18701. addContour( vertices, contour );
  18702. //
  18703. var holeIndex = contour.length;
  18704. holes.forEach( removeDupEndPts );
  18705. for ( var i = 0; i < holes.length; i ++ ) {
  18706. holeIndices.push( holeIndex );
  18707. holeIndex += holes[ i ].length;
  18708. addContour( vertices, holes[ i ] );
  18709. }
  18710. //
  18711. var triangles = Earcut.triangulate( vertices, holeIndices );
  18712. //
  18713. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18714. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18715. }
  18716. return faces;
  18717. }
  18718. };
  18719. function removeDupEndPts( points ) {
  18720. var l = points.length;
  18721. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18722. points.pop();
  18723. }
  18724. }
  18725. function addContour( vertices, contour ) {
  18726. for ( var i = 0; i < contour.length; i ++ ) {
  18727. vertices.push( contour[ i ].x );
  18728. vertices.push( contour[ i ].y );
  18729. }
  18730. }
  18731. /**
  18732. * @author zz85 / http://www.lab4games.net/zz85/blog
  18733. *
  18734. * Creates extruded geometry from a path shape.
  18735. *
  18736. * parameters = {
  18737. *
  18738. * curveSegments: <int>, // number of points on the curves
  18739. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18740. * depth: <float>, // Depth to extrude the shape
  18741. *
  18742. * bevelEnabled: <bool>, // turn on bevel
  18743. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18744. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18745. * bevelOffset: <float>, // how far from shape outline does bevel start
  18746. * bevelSegments: <int>, // number of bevel layers
  18747. *
  18748. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18749. *
  18750. * UVGenerator: <Object> // object that provides UV generator functions
  18751. *
  18752. * }
  18753. */
  18754. // ExtrudeGeometry
  18755. function ExtrudeGeometry( shapes, options ) {
  18756. Geometry.call( this );
  18757. this.type = 'ExtrudeGeometry';
  18758. this.parameters = {
  18759. shapes: shapes,
  18760. options: options
  18761. };
  18762. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18763. this.mergeVertices();
  18764. }
  18765. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18766. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18767. ExtrudeGeometry.prototype.toJSON = function () {
  18768. var data = Geometry.prototype.toJSON.call( this );
  18769. var shapes = this.parameters.shapes;
  18770. var options = this.parameters.options;
  18771. return toJSON( shapes, options, data );
  18772. };
  18773. // ExtrudeBufferGeometry
  18774. function ExtrudeBufferGeometry( shapes, options ) {
  18775. BufferGeometry.call( this );
  18776. this.type = 'ExtrudeBufferGeometry';
  18777. this.parameters = {
  18778. shapes: shapes,
  18779. options: options
  18780. };
  18781. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18782. var scope = this;
  18783. var verticesArray = [];
  18784. var uvArray = [];
  18785. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18786. var shape = shapes[ i ];
  18787. addShape( shape );
  18788. }
  18789. // build geometry
  18790. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18791. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18792. this.computeVertexNormals();
  18793. // functions
  18794. function addShape( shape ) {
  18795. var placeholder = [];
  18796. // options
  18797. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18798. var steps = options.steps !== undefined ? options.steps : 1;
  18799. var depth = options.depth !== undefined ? options.depth : 100;
  18800. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18801. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18802. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18803. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18804. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18805. var extrudePath = options.extrudePath;
  18806. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18807. // deprecated options
  18808. if ( options.amount !== undefined ) {
  18809. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18810. depth = options.amount;
  18811. }
  18812. //
  18813. var extrudePts, extrudeByPath = false;
  18814. var splineTube, binormal, normal, position2;
  18815. if ( extrudePath ) {
  18816. extrudePts = extrudePath.getSpacedPoints( steps );
  18817. extrudeByPath = true;
  18818. bevelEnabled = false; // bevels not supported for path extrusion
  18819. // SETUP TNB variables
  18820. // TODO1 - have a .isClosed in spline?
  18821. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18822. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18823. binormal = new Vector3();
  18824. normal = new Vector3();
  18825. position2 = new Vector3();
  18826. }
  18827. // Safeguards if bevels are not enabled
  18828. if ( ! bevelEnabled ) {
  18829. bevelSegments = 0;
  18830. bevelThickness = 0;
  18831. bevelSize = 0;
  18832. bevelOffset = 0;
  18833. }
  18834. // Variables initialization
  18835. var shapePoints = shape.extractPoints( curveSegments );
  18836. var vertices = shapePoints.shape;
  18837. var holes = shapePoints.holes;
  18838. var reverse = ! ShapeUtils.isClockWise( vertices );
  18839. if ( reverse ) {
  18840. vertices = vertices.reverse();
  18841. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18842. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18843. var ahole = holes[ h ];
  18844. if ( ShapeUtils.isClockWise( ahole ) ) {
  18845. holes[ h ] = ahole.reverse();
  18846. }
  18847. }
  18848. }
  18849. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18850. /* Vertices */
  18851. var contour = vertices; // vertices has all points but contour has only points of circumference
  18852. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18853. var ahole$1 = holes[ h$1 ];
  18854. vertices = vertices.concat( ahole$1 );
  18855. }
  18856. function scalePt2( pt, vec, size ) {
  18857. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18858. return vec.clone().multiplyScalar( size ).add( pt );
  18859. }
  18860. var vlen = vertices.length, flen = faces.length;
  18861. // Find directions for point movement
  18862. function getBevelVec( inPt, inPrev, inNext ) {
  18863. // computes for inPt the corresponding point inPt' on a new contour
  18864. // shifted by 1 unit (length of normalized vector) to the left
  18865. // if we walk along contour clockwise, this new contour is outside the old one
  18866. //
  18867. // inPt' is the intersection of the two lines parallel to the two
  18868. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18869. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18870. // good reading for geometry algorithms (here: line-line intersection)
  18871. // http://geomalgorithms.com/a05-_intersect-1.html
  18872. var v_prev_x = inPt.x - inPrev.x,
  18873. v_prev_y = inPt.y - inPrev.y;
  18874. var v_next_x = inNext.x - inPt.x,
  18875. v_next_y = inNext.y - inPt.y;
  18876. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18877. // check for collinear edges
  18878. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18879. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18880. // not collinear
  18881. // length of vectors for normalizing
  18882. var v_prev_len = Math.sqrt( v_prev_lensq );
  18883. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18884. // shift adjacent points by unit vectors to the left
  18885. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18886. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18887. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18888. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18889. // scaling factor for v_prev to intersection point
  18890. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18891. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18892. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18893. // vector from inPt to intersection point
  18894. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18895. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18896. // Don't normalize!, otherwise sharp corners become ugly
  18897. // but prevent crazy spikes
  18898. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18899. if ( v_trans_lensq <= 2 ) {
  18900. return new Vector2( v_trans_x, v_trans_y );
  18901. } else {
  18902. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18903. }
  18904. } else {
  18905. // handle special case of collinear edges
  18906. var direction_eq = false; // assumes: opposite
  18907. if ( v_prev_x > Number.EPSILON ) {
  18908. if ( v_next_x > Number.EPSILON ) {
  18909. direction_eq = true;
  18910. }
  18911. } else {
  18912. if ( v_prev_x < - Number.EPSILON ) {
  18913. if ( v_next_x < - Number.EPSILON ) {
  18914. direction_eq = true;
  18915. }
  18916. } else {
  18917. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18918. direction_eq = true;
  18919. }
  18920. }
  18921. }
  18922. if ( direction_eq ) {
  18923. // console.log("Warning: lines are a straight sequence");
  18924. v_trans_x = - v_prev_y;
  18925. v_trans_y = v_prev_x;
  18926. shrink_by = Math.sqrt( v_prev_lensq );
  18927. } else {
  18928. // console.log("Warning: lines are a straight spike");
  18929. v_trans_x = v_prev_x;
  18930. v_trans_y = v_prev_y;
  18931. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18932. }
  18933. }
  18934. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18935. }
  18936. var contourMovements = [];
  18937. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18938. if ( j === il ) { j = 0; }
  18939. if ( k === il ) { k = 0; }
  18940. // (j)---(i)---(k)
  18941. // console.log('i,j,k', i, j , k)
  18942. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18943. }
  18944. var holesMovements = [];
  18945. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18946. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18947. var ahole$2 = holes[ h$2 ];
  18948. oneHoleMovements = [];
  18949. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18950. if ( j$1 === il$1 ) { j$1 = 0; }
  18951. if ( k$1 === il$1 ) { k$1 = 0; }
  18952. // (j)---(i)---(k)
  18953. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18954. }
  18955. holesMovements.push( oneHoleMovements );
  18956. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18957. }
  18958. // Loop bevelSegments, 1 for the front, 1 for the back
  18959. for ( var b = 0; b < bevelSegments; b ++ ) {
  18960. //for ( b = bevelSegments; b > 0; b -- ) {
  18961. var t = b / bevelSegments;
  18962. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18963. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18964. // contract shape
  18965. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18966. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18967. v( vert.x, vert.y, - z );
  18968. }
  18969. // expand holes
  18970. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18971. var ahole$3 = holes[ h$3 ];
  18972. oneHoleMovements = holesMovements[ h$3 ];
  18973. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18974. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18975. v( vert$1.x, vert$1.y, - z );
  18976. }
  18977. }
  18978. }
  18979. var bs = bevelSize + bevelOffset;
  18980. // Back facing vertices
  18981. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18982. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18983. if ( ! extrudeByPath ) {
  18984. v( vert$2.x, vert$2.y, 0 );
  18985. } else {
  18986. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18987. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18988. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18989. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18990. v( position2.x, position2.y, position2.z );
  18991. }
  18992. }
  18993. // Add stepped vertices...
  18994. // Including front facing vertices
  18995. for ( var s = 1; s <= steps; s ++ ) {
  18996. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18997. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18998. if ( ! extrudeByPath ) {
  18999. v( vert$3.x, vert$3.y, depth / steps * s );
  19000. } else {
  19001. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  19002. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  19003. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  19004. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  19005. v( position2.x, position2.y, position2.z );
  19006. }
  19007. }
  19008. }
  19009. // Add bevel segments planes
  19010. //for ( b = 1; b <= bevelSegments; b ++ ) {
  19011. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  19012. var t$1 = b$1 / bevelSegments;
  19013. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  19014. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  19015. // contract shape
  19016. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  19017. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  19018. v( vert$4.x, vert$4.y, depth + z$1 );
  19019. }
  19020. // expand holes
  19021. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  19022. var ahole$4 = holes[ h$4 ];
  19023. oneHoleMovements = holesMovements[ h$4 ];
  19024. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  19025. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  19026. if ( ! extrudeByPath ) {
  19027. v( vert$5.x, vert$5.y, depth + z$1 );
  19028. } else {
  19029. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  19030. }
  19031. }
  19032. }
  19033. }
  19034. /* Faces */
  19035. // Top and bottom faces
  19036. buildLidFaces();
  19037. // Sides faces
  19038. buildSideFaces();
  19039. ///// Internal functions
  19040. function buildLidFaces() {
  19041. var start = verticesArray.length / 3;
  19042. if ( bevelEnabled ) {
  19043. var layer = 0; // steps + 1
  19044. var offset = vlen * layer;
  19045. // Bottom faces
  19046. for ( var i = 0; i < flen; i ++ ) {
  19047. var face = faces[ i ];
  19048. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  19049. }
  19050. layer = steps + bevelSegments * 2;
  19051. offset = vlen * layer;
  19052. // Top faces
  19053. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  19054. var face$1 = faces[ i$1 ];
  19055. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  19056. }
  19057. } else {
  19058. // Bottom faces
  19059. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  19060. var face$2 = faces[ i$2 ];
  19061. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  19062. }
  19063. // Top faces
  19064. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  19065. var face$3 = faces[ i$3 ];
  19066. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  19067. }
  19068. }
  19069. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  19070. }
  19071. // Create faces for the z-sides of the shape
  19072. function buildSideFaces() {
  19073. var start = verticesArray.length / 3;
  19074. var layeroffset = 0;
  19075. sidewalls( contour, layeroffset );
  19076. layeroffset += contour.length;
  19077. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  19078. var ahole = holes[ h ];
  19079. sidewalls( ahole, layeroffset );
  19080. //, true
  19081. layeroffset += ahole.length;
  19082. }
  19083. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  19084. }
  19085. function sidewalls( contour, layeroffset ) {
  19086. var i = contour.length;
  19087. while ( -- i >= 0 ) {
  19088. var j = i;
  19089. var k = i - 1;
  19090. if ( k < 0 ) { k = contour.length - 1; }
  19091. //console.log('b', i,j, i-1, k,vertices.length);
  19092. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  19093. var slen1 = vlen * s;
  19094. var slen2 = vlen * ( s + 1 );
  19095. var a = layeroffset + j + slen1,
  19096. b = layeroffset + k + slen1,
  19097. c = layeroffset + k + slen2,
  19098. d = layeroffset + j + slen2;
  19099. f4( a, b, c, d );
  19100. }
  19101. }
  19102. }
  19103. function v( x, y, z ) {
  19104. placeholder.push( x );
  19105. placeholder.push( y );
  19106. placeholder.push( z );
  19107. }
  19108. function f3( a, b, c ) {
  19109. addVertex( a );
  19110. addVertex( b );
  19111. addVertex( c );
  19112. var nextIndex = verticesArray.length / 3;
  19113. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19114. addUV( uvs[ 0 ] );
  19115. addUV( uvs[ 1 ] );
  19116. addUV( uvs[ 2 ] );
  19117. }
  19118. function f4( a, b, c, d ) {
  19119. addVertex( a );
  19120. addVertex( b );
  19121. addVertex( d );
  19122. addVertex( b );
  19123. addVertex( c );
  19124. addVertex( d );
  19125. var nextIndex = verticesArray.length / 3;
  19126. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19127. addUV( uvs[ 0 ] );
  19128. addUV( uvs[ 1 ] );
  19129. addUV( uvs[ 3 ] );
  19130. addUV( uvs[ 1 ] );
  19131. addUV( uvs[ 2 ] );
  19132. addUV( uvs[ 3 ] );
  19133. }
  19134. function addVertex( index ) {
  19135. verticesArray.push( placeholder[ index * 3 + 0 ] );
  19136. verticesArray.push( placeholder[ index * 3 + 1 ] );
  19137. verticesArray.push( placeholder[ index * 3 + 2 ] );
  19138. }
  19139. function addUV( vector2 ) {
  19140. uvArray.push( vector2.x );
  19141. uvArray.push( vector2.y );
  19142. }
  19143. }
  19144. }
  19145. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19146. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  19147. ExtrudeBufferGeometry.prototype.toJSON = function () {
  19148. var data = BufferGeometry.prototype.toJSON.call( this );
  19149. var shapes = this.parameters.shapes;
  19150. var options = this.parameters.options;
  19151. return toJSON( shapes, options, data );
  19152. };
  19153. //
  19154. var WorldUVGenerator = {
  19155. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  19156. var a_x = vertices[ indexA * 3 ];
  19157. var a_y = vertices[ indexA * 3 + 1 ];
  19158. var b_x = vertices[ indexB * 3 ];
  19159. var b_y = vertices[ indexB * 3 + 1 ];
  19160. var c_x = vertices[ indexC * 3 ];
  19161. var c_y = vertices[ indexC * 3 + 1 ];
  19162. return [
  19163. new Vector2( a_x, a_y ),
  19164. new Vector2( b_x, b_y ),
  19165. new Vector2( c_x, c_y )
  19166. ];
  19167. },
  19168. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  19169. var a_x = vertices[ indexA * 3 ];
  19170. var a_y = vertices[ indexA * 3 + 1 ];
  19171. var a_z = vertices[ indexA * 3 + 2 ];
  19172. var b_x = vertices[ indexB * 3 ];
  19173. var b_y = vertices[ indexB * 3 + 1 ];
  19174. var b_z = vertices[ indexB * 3 + 2 ];
  19175. var c_x = vertices[ indexC * 3 ];
  19176. var c_y = vertices[ indexC * 3 + 1 ];
  19177. var c_z = vertices[ indexC * 3 + 2 ];
  19178. var d_x = vertices[ indexD * 3 ];
  19179. var d_y = vertices[ indexD * 3 + 1 ];
  19180. var d_z = vertices[ indexD * 3 + 2 ];
  19181. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  19182. return [
  19183. new Vector2( a_x, 1 - a_z ),
  19184. new Vector2( b_x, 1 - b_z ),
  19185. new Vector2( c_x, 1 - c_z ),
  19186. new Vector2( d_x, 1 - d_z )
  19187. ];
  19188. } else {
  19189. return [
  19190. new Vector2( a_y, 1 - a_z ),
  19191. new Vector2( b_y, 1 - b_z ),
  19192. new Vector2( c_y, 1 - c_z ),
  19193. new Vector2( d_y, 1 - d_z )
  19194. ];
  19195. }
  19196. }
  19197. };
  19198. function toJSON( shapes, options, data ) {
  19199. //
  19200. data.shapes = [];
  19201. if ( Array.isArray( shapes ) ) {
  19202. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19203. var shape = shapes[ i ];
  19204. data.shapes.push( shape.uuid );
  19205. }
  19206. } else {
  19207. data.shapes.push( shapes.uuid );
  19208. }
  19209. //
  19210. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  19211. return data;
  19212. }
  19213. /**
  19214. * @author zz85 / http://www.lab4games.net/zz85/blog
  19215. * @author alteredq / http://alteredqualia.com/
  19216. *
  19217. * Text = 3D Text
  19218. *
  19219. * parameters = {
  19220. * font: <THREE.Font>, // font
  19221. *
  19222. * size: <float>, // size of the text
  19223. * height: <float>, // thickness to extrude text
  19224. * curveSegments: <int>, // number of points on the curves
  19225. *
  19226. * bevelEnabled: <bool>, // turn on bevel
  19227. * bevelThickness: <float>, // how deep into text bevel goes
  19228. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  19229. * bevelOffset: <float> // how far from text outline does bevel start
  19230. * }
  19231. */
  19232. // TextGeometry
  19233. function TextGeometry( text, parameters ) {
  19234. Geometry.call( this );
  19235. this.type = 'TextGeometry';
  19236. this.parameters = {
  19237. text: text,
  19238. parameters: parameters
  19239. };
  19240. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  19241. this.mergeVertices();
  19242. }
  19243. TextGeometry.prototype = Object.create( Geometry.prototype );
  19244. TextGeometry.prototype.constructor = TextGeometry;
  19245. // TextBufferGeometry
  19246. function TextBufferGeometry( text, parameters ) {
  19247. parameters = parameters || {};
  19248. var font = parameters.font;
  19249. if ( ! ( font && font.isFont ) ) {
  19250. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  19251. return new Geometry();
  19252. }
  19253. var shapes = font.generateShapes( text, parameters.size );
  19254. // translate parameters to ExtrudeGeometry API
  19255. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  19256. // defaults
  19257. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  19258. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  19259. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  19260. ExtrudeBufferGeometry.call( this, shapes, parameters );
  19261. this.type = 'TextBufferGeometry';
  19262. }
  19263. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  19264. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  19265. /**
  19266. * @author mrdoob / http://mrdoob.com/
  19267. * @author benaadams / https://twitter.com/ben_a_adams
  19268. * @author Mugen87 / https://github.com/Mugen87
  19269. */
  19270. // SphereGeometry
  19271. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19272. Geometry.call( this );
  19273. this.type = 'SphereGeometry';
  19274. this.parameters = {
  19275. radius: radius,
  19276. widthSegments: widthSegments,
  19277. heightSegments: heightSegments,
  19278. phiStart: phiStart,
  19279. phiLength: phiLength,
  19280. thetaStart: thetaStart,
  19281. thetaLength: thetaLength
  19282. };
  19283. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  19284. this.mergeVertices();
  19285. }
  19286. SphereGeometry.prototype = Object.create( Geometry.prototype );
  19287. SphereGeometry.prototype.constructor = SphereGeometry;
  19288. // SphereBufferGeometry
  19289. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19290. BufferGeometry.call( this );
  19291. this.type = 'SphereBufferGeometry';
  19292. this.parameters = {
  19293. radius: radius,
  19294. widthSegments: widthSegments,
  19295. heightSegments: heightSegments,
  19296. phiStart: phiStart,
  19297. phiLength: phiLength,
  19298. thetaStart: thetaStart,
  19299. thetaLength: thetaLength
  19300. };
  19301. radius = radius || 1;
  19302. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19303. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19304. phiStart = phiStart !== undefined ? phiStart : 0;
  19305. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19306. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19307. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19308. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  19309. var index = 0;
  19310. var grid = [];
  19311. var vertex = new Vector3();
  19312. var normal = new Vector3();
  19313. // buffers
  19314. var indices = [];
  19315. var vertices = [];
  19316. var normals = [];
  19317. var uvs = [];
  19318. // generate vertices, normals and uvs
  19319. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  19320. var verticesRow = [];
  19321. var v = iy / heightSegments;
  19322. // special case for the poles
  19323. var uOffset = 0;
  19324. if ( iy == 0 && thetaStart == 0 ) {
  19325. uOffset = 0.5 / widthSegments;
  19326. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19327. uOffset = - 0.5 / widthSegments;
  19328. }
  19329. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19330. var u = ix / widthSegments;
  19331. // vertex
  19332. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19333. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19334. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19335. vertices.push( vertex.x, vertex.y, vertex.z );
  19336. // normal
  19337. normal.copy( vertex ).normalize();
  19338. normals.push( normal.x, normal.y, normal.z );
  19339. // uv
  19340. uvs.push( u + uOffset, 1 - v );
  19341. verticesRow.push( index ++ );
  19342. }
  19343. grid.push( verticesRow );
  19344. }
  19345. // indices
  19346. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19347. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19348. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19349. var b = grid[ iy$1 ][ ix$1 ];
  19350. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19351. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19352. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19353. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19354. }
  19355. }
  19356. // build geometry
  19357. this.setIndex( indices );
  19358. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19359. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19360. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19361. }
  19362. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19363. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19364. /**
  19365. * @author Kaleb Murphy
  19366. * @author Mugen87 / https://github.com/Mugen87
  19367. */
  19368. // RingGeometry
  19369. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19370. Geometry.call( this );
  19371. this.type = 'RingGeometry';
  19372. this.parameters = {
  19373. innerRadius: innerRadius,
  19374. outerRadius: outerRadius,
  19375. thetaSegments: thetaSegments,
  19376. phiSegments: phiSegments,
  19377. thetaStart: thetaStart,
  19378. thetaLength: thetaLength
  19379. };
  19380. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19381. this.mergeVertices();
  19382. }
  19383. RingGeometry.prototype = Object.create( Geometry.prototype );
  19384. RingGeometry.prototype.constructor = RingGeometry;
  19385. // RingBufferGeometry
  19386. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19387. BufferGeometry.call( this );
  19388. this.type = 'RingBufferGeometry';
  19389. this.parameters = {
  19390. innerRadius: innerRadius,
  19391. outerRadius: outerRadius,
  19392. thetaSegments: thetaSegments,
  19393. phiSegments: phiSegments,
  19394. thetaStart: thetaStart,
  19395. thetaLength: thetaLength
  19396. };
  19397. innerRadius = innerRadius || 0.5;
  19398. outerRadius = outerRadius || 1;
  19399. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19400. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19401. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19402. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19403. // buffers
  19404. var indices = [];
  19405. var vertices = [];
  19406. var normals = [];
  19407. var uvs = [];
  19408. // some helper variables
  19409. var radius = innerRadius;
  19410. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19411. var vertex = new Vector3();
  19412. var uv = new Vector2();
  19413. // generate vertices, normals and uvs
  19414. for ( var j = 0; j <= phiSegments; j ++ ) {
  19415. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19416. // values are generate from the inside of the ring to the outside
  19417. var segment = thetaStart + i / thetaSegments * thetaLength;
  19418. // vertex
  19419. vertex.x = radius * Math.cos( segment );
  19420. vertex.y = radius * Math.sin( segment );
  19421. vertices.push( vertex.x, vertex.y, vertex.z );
  19422. // normal
  19423. normals.push( 0, 0, 1 );
  19424. // uv
  19425. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19426. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19427. uvs.push( uv.x, uv.y );
  19428. }
  19429. // increase the radius for next row of vertices
  19430. radius += radiusStep;
  19431. }
  19432. // indices
  19433. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19434. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19435. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19436. var segment$1 = i$1 + thetaSegmentLevel;
  19437. var a = segment$1;
  19438. var b = segment$1 + thetaSegments + 1;
  19439. var c = segment$1 + thetaSegments + 2;
  19440. var d = segment$1 + 1;
  19441. // faces
  19442. indices.push( a, b, d );
  19443. indices.push( b, c, d );
  19444. }
  19445. }
  19446. // build geometry
  19447. this.setIndex( indices );
  19448. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19449. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19450. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19451. }
  19452. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19453. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19454. /**
  19455. * @author zz85 / https://github.com/zz85
  19456. * @author bhouston / http://clara.io
  19457. * @author Mugen87 / https://github.com/Mugen87
  19458. */
  19459. // LatheGeometry
  19460. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19461. Geometry.call( this );
  19462. this.type = 'LatheGeometry';
  19463. this.parameters = {
  19464. points: points,
  19465. segments: segments,
  19466. phiStart: phiStart,
  19467. phiLength: phiLength
  19468. };
  19469. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19470. this.mergeVertices();
  19471. }
  19472. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19473. LatheGeometry.prototype.constructor = LatheGeometry;
  19474. // LatheBufferGeometry
  19475. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19476. BufferGeometry.call( this );
  19477. this.type = 'LatheBufferGeometry';
  19478. this.parameters = {
  19479. points: points,
  19480. segments: segments,
  19481. phiStart: phiStart,
  19482. phiLength: phiLength
  19483. };
  19484. segments = Math.floor( segments ) || 12;
  19485. phiStart = phiStart || 0;
  19486. phiLength = phiLength || Math.PI * 2;
  19487. // clamp phiLength so it's in range of [ 0, 2PI ]
  19488. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19489. // buffers
  19490. var indices = [];
  19491. var vertices = [];
  19492. var uvs = [];
  19493. // helper variables
  19494. var inverseSegments = 1.0 / segments;
  19495. var vertex = new Vector3();
  19496. var uv = new Vector2();
  19497. // generate vertices and uvs
  19498. for ( var i = 0; i <= segments; i ++ ) {
  19499. var phi = phiStart + i * inverseSegments * phiLength;
  19500. var sin = Math.sin( phi );
  19501. var cos = Math.cos( phi );
  19502. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19503. // vertex
  19504. vertex.x = points[ j ].x * sin;
  19505. vertex.y = points[ j ].y;
  19506. vertex.z = points[ j ].x * cos;
  19507. vertices.push( vertex.x, vertex.y, vertex.z );
  19508. // uv
  19509. uv.x = i / segments;
  19510. uv.y = j / ( points.length - 1 );
  19511. uvs.push( uv.x, uv.y );
  19512. }
  19513. }
  19514. // indices
  19515. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19516. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19517. var base = j$1 + i$1 * points.length;
  19518. var a = base;
  19519. var b = base + points.length;
  19520. var c = base + points.length + 1;
  19521. var d = base + 1;
  19522. // faces
  19523. indices.push( a, b, d );
  19524. indices.push( b, c, d );
  19525. }
  19526. }
  19527. // build geometry
  19528. this.setIndex( indices );
  19529. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19530. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19531. // generate normals
  19532. this.computeVertexNormals();
  19533. // if the geometry is closed, we need to average the normals along the seam.
  19534. // because the corresponding vertices are identical (but still have different UVs).
  19535. if ( phiLength === Math.PI * 2 ) {
  19536. var normals = this.attributes.normal.array;
  19537. var n1 = new Vector3();
  19538. var n2 = new Vector3();
  19539. var n = new Vector3();
  19540. // this is the buffer offset for the last line of vertices
  19541. var base$1 = segments * points.length * 3;
  19542. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19543. // select the normal of the vertex in the first line
  19544. n1.x = normals[ j$2 + 0 ];
  19545. n1.y = normals[ j$2 + 1 ];
  19546. n1.z = normals[ j$2 + 2 ];
  19547. // select the normal of the vertex in the last line
  19548. n2.x = normals[ base$1 + j$2 + 0 ];
  19549. n2.y = normals[ base$1 + j$2 + 1 ];
  19550. n2.z = normals[ base$1 + j$2 + 2 ];
  19551. // average normals
  19552. n.addVectors( n1, n2 ).normalize();
  19553. // assign the new values to both normals
  19554. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19555. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19556. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19557. }
  19558. }
  19559. }
  19560. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19561. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19562. /**
  19563. * @author jonobr1 / http://jonobr1.com
  19564. * @author Mugen87 / https://github.com/Mugen87
  19565. */
  19566. // ShapeGeometry
  19567. function ShapeGeometry( shapes, curveSegments ) {
  19568. Geometry.call( this );
  19569. this.type = 'ShapeGeometry';
  19570. if ( typeof curveSegments === 'object' ) {
  19571. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19572. curveSegments = curveSegments.curveSegments;
  19573. }
  19574. this.parameters = {
  19575. shapes: shapes,
  19576. curveSegments: curveSegments
  19577. };
  19578. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19579. this.mergeVertices();
  19580. }
  19581. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19582. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19583. ShapeGeometry.prototype.toJSON = function () {
  19584. var data = Geometry.prototype.toJSON.call( this );
  19585. var shapes = this.parameters.shapes;
  19586. return toJSON$1( shapes, data );
  19587. };
  19588. // ShapeBufferGeometry
  19589. function ShapeBufferGeometry( shapes, curveSegments ) {
  19590. BufferGeometry.call( this );
  19591. this.type = 'ShapeBufferGeometry';
  19592. this.parameters = {
  19593. shapes: shapes,
  19594. curveSegments: curveSegments
  19595. };
  19596. curveSegments = curveSegments || 12;
  19597. // buffers
  19598. var indices = [];
  19599. var vertices = [];
  19600. var normals = [];
  19601. var uvs = [];
  19602. // helper variables
  19603. var groupStart = 0;
  19604. var groupCount = 0;
  19605. // allow single and array values for "shapes" parameter
  19606. if ( Array.isArray( shapes ) === false ) {
  19607. addShape( shapes );
  19608. } else {
  19609. for ( var i = 0; i < shapes.length; i ++ ) {
  19610. addShape( shapes[ i ] );
  19611. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19612. groupStart += groupCount;
  19613. groupCount = 0;
  19614. }
  19615. }
  19616. // build geometry
  19617. this.setIndex( indices );
  19618. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19619. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19620. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19621. // helper functions
  19622. function addShape( shape ) {
  19623. var indexOffset = vertices.length / 3;
  19624. var points = shape.extractPoints( curveSegments );
  19625. var shapeVertices = points.shape;
  19626. var shapeHoles = points.holes;
  19627. // check direction of vertices
  19628. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19629. shapeVertices = shapeVertices.reverse();
  19630. }
  19631. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19632. var shapeHole = shapeHoles[ i ];
  19633. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19634. shapeHoles[ i ] = shapeHole.reverse();
  19635. }
  19636. }
  19637. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19638. // join vertices of inner and outer paths to a single array
  19639. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19640. var shapeHole$1 = shapeHoles[ i$1 ];
  19641. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19642. }
  19643. // vertices, normals, uvs
  19644. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19645. var vertex = shapeVertices[ i$2 ];
  19646. vertices.push( vertex.x, vertex.y, 0 );
  19647. normals.push( 0, 0, 1 );
  19648. uvs.push( vertex.x, vertex.y ); // world uvs
  19649. }
  19650. // incides
  19651. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19652. var face = faces[ i$3 ];
  19653. var a = face[ 0 ] + indexOffset;
  19654. var b = face[ 1 ] + indexOffset;
  19655. var c = face[ 2 ] + indexOffset;
  19656. indices.push( a, b, c );
  19657. groupCount += 3;
  19658. }
  19659. }
  19660. }
  19661. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19662. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19663. ShapeBufferGeometry.prototype.toJSON = function () {
  19664. var data = BufferGeometry.prototype.toJSON.call( this );
  19665. var shapes = this.parameters.shapes;
  19666. return toJSON$1( shapes, data );
  19667. };
  19668. //
  19669. function toJSON$1( shapes, data ) {
  19670. data.shapes = [];
  19671. if ( Array.isArray( shapes ) ) {
  19672. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19673. var shape = shapes[ i ];
  19674. data.shapes.push( shape.uuid );
  19675. }
  19676. } else {
  19677. data.shapes.push( shapes.uuid );
  19678. }
  19679. return data;
  19680. }
  19681. /**
  19682. * @author WestLangley / http://github.com/WestLangley
  19683. * @author Mugen87 / https://github.com/Mugen87
  19684. */
  19685. function EdgesGeometry( geometry, thresholdAngle ) {
  19686. BufferGeometry.call( this );
  19687. this.type = 'EdgesGeometry';
  19688. this.parameters = {
  19689. thresholdAngle: thresholdAngle
  19690. };
  19691. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19692. // buffer
  19693. var vertices = [];
  19694. // helper variables
  19695. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19696. var edge = [ 0, 0 ], edges = {};
  19697. var edge1, edge2, key;
  19698. var keys = [ 'a', 'b', 'c' ];
  19699. // prepare source geometry
  19700. var geometry2;
  19701. if ( geometry.isBufferGeometry ) {
  19702. geometry2 = new Geometry();
  19703. geometry2.fromBufferGeometry( geometry );
  19704. } else {
  19705. geometry2 = geometry.clone();
  19706. }
  19707. geometry2.mergeVertices();
  19708. geometry2.computeFaceNormals();
  19709. var sourceVertices = geometry2.vertices;
  19710. var faces = geometry2.faces;
  19711. // now create a data structure where each entry represents an edge with its adjoining faces
  19712. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19713. var face = faces[ i ];
  19714. for ( var j = 0; j < 3; j ++ ) {
  19715. edge1 = face[ keys[ j ] ];
  19716. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19717. edge[ 0 ] = Math.min( edge1, edge2 );
  19718. edge[ 1 ] = Math.max( edge1, edge2 );
  19719. key = edge[ 0 ] + ',' + edge[ 1 ];
  19720. if ( edges[ key ] === undefined ) {
  19721. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19722. } else {
  19723. edges[ key ].face2 = i;
  19724. }
  19725. }
  19726. }
  19727. // generate vertices
  19728. for ( key in edges ) {
  19729. var e = edges[ key ];
  19730. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19731. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19732. var vertex = sourceVertices[ e.index1 ];
  19733. vertices.push( vertex.x, vertex.y, vertex.z );
  19734. vertex = sourceVertices[ e.index2 ];
  19735. vertices.push( vertex.x, vertex.y, vertex.z );
  19736. }
  19737. }
  19738. // build geometry
  19739. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19740. }
  19741. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19742. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19743. /**
  19744. * @author mrdoob / http://mrdoob.com/
  19745. * @author Mugen87 / https://github.com/Mugen87
  19746. */
  19747. // CylinderGeometry
  19748. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19749. Geometry.call( this );
  19750. this.type = 'CylinderGeometry';
  19751. this.parameters = {
  19752. radiusTop: radiusTop,
  19753. radiusBottom: radiusBottom,
  19754. height: height,
  19755. radialSegments: radialSegments,
  19756. heightSegments: heightSegments,
  19757. openEnded: openEnded,
  19758. thetaStart: thetaStart,
  19759. thetaLength: thetaLength
  19760. };
  19761. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19762. this.mergeVertices();
  19763. }
  19764. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19765. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19766. // CylinderBufferGeometry
  19767. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19768. BufferGeometry.call( this );
  19769. this.type = 'CylinderBufferGeometry';
  19770. this.parameters = {
  19771. radiusTop: radiusTop,
  19772. radiusBottom: radiusBottom,
  19773. height: height,
  19774. radialSegments: radialSegments,
  19775. heightSegments: heightSegments,
  19776. openEnded: openEnded,
  19777. thetaStart: thetaStart,
  19778. thetaLength: thetaLength
  19779. };
  19780. var scope = this;
  19781. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19782. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19783. height = height || 1;
  19784. radialSegments = Math.floor( radialSegments ) || 8;
  19785. heightSegments = Math.floor( heightSegments ) || 1;
  19786. openEnded = openEnded !== undefined ? openEnded : false;
  19787. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19788. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19789. // buffers
  19790. var indices = [];
  19791. var vertices = [];
  19792. var normals = [];
  19793. var uvs = [];
  19794. // helper variables
  19795. var index = 0;
  19796. var indexArray = [];
  19797. var halfHeight = height / 2;
  19798. var groupStart = 0;
  19799. // generate geometry
  19800. generateTorso();
  19801. if ( openEnded === false ) {
  19802. if ( radiusTop > 0 ) { generateCap( true ); }
  19803. if ( radiusBottom > 0 ) { generateCap( false ); }
  19804. }
  19805. // build geometry
  19806. this.setIndex( indices );
  19807. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19808. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19809. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19810. function generateTorso() {
  19811. var normal = new Vector3();
  19812. var vertex = new Vector3();
  19813. var groupCount = 0;
  19814. // this will be used to calculate the normal
  19815. var slope = ( radiusBottom - radiusTop ) / height;
  19816. // generate vertices, normals and uvs
  19817. for ( var y = 0; y <= heightSegments; y ++ ) {
  19818. var indexRow = [];
  19819. var v = y / heightSegments;
  19820. // calculate the radius of the current row
  19821. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19822. for ( var x = 0; x <= radialSegments; x ++ ) {
  19823. var u = x / radialSegments;
  19824. var theta = u * thetaLength + thetaStart;
  19825. var sinTheta = Math.sin( theta );
  19826. var cosTheta = Math.cos( theta );
  19827. // vertex
  19828. vertex.x = radius * sinTheta;
  19829. vertex.y = - v * height + halfHeight;
  19830. vertex.z = radius * cosTheta;
  19831. vertices.push( vertex.x, vertex.y, vertex.z );
  19832. // normal
  19833. normal.set( sinTheta, slope, cosTheta ).normalize();
  19834. normals.push( normal.x, normal.y, normal.z );
  19835. // uv
  19836. uvs.push( u, 1 - v );
  19837. // save index of vertex in respective row
  19838. indexRow.push( index ++ );
  19839. }
  19840. // now save vertices of the row in our index array
  19841. indexArray.push( indexRow );
  19842. }
  19843. // generate indices
  19844. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19845. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19846. // we use the index array to access the correct indices
  19847. var a = indexArray[ y$1 ][ x$1 ];
  19848. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19849. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19850. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19851. // faces
  19852. indices.push( a, b, d );
  19853. indices.push( b, c, d );
  19854. // update group counter
  19855. groupCount += 6;
  19856. }
  19857. }
  19858. // add a group to the geometry. this will ensure multi material support
  19859. scope.addGroup( groupStart, groupCount, 0 );
  19860. // calculate new start value for groups
  19861. groupStart += groupCount;
  19862. }
  19863. function generateCap( top ) {
  19864. var centerIndexStart, centerIndexEnd;
  19865. var uv = new Vector2();
  19866. var vertex = new Vector3();
  19867. var groupCount = 0;
  19868. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19869. var sign = ( top === true ) ? 1 : - 1;
  19870. // save the index of the first center vertex
  19871. centerIndexStart = index;
  19872. // first we generate the center vertex data of the cap.
  19873. // because the geometry needs one set of uvs per face,
  19874. // we must generate a center vertex per face/segment
  19875. for ( var x = 1; x <= radialSegments; x ++ ) {
  19876. // vertex
  19877. vertices.push( 0, halfHeight * sign, 0 );
  19878. // normal
  19879. normals.push( 0, sign, 0 );
  19880. // uv
  19881. uvs.push( 0.5, 0.5 );
  19882. // increase index
  19883. index ++;
  19884. }
  19885. // save the index of the last center vertex
  19886. centerIndexEnd = index;
  19887. // now we generate the surrounding vertices, normals and uvs
  19888. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19889. var u = x$1 / radialSegments;
  19890. var theta = u * thetaLength + thetaStart;
  19891. var cosTheta = Math.cos( theta );
  19892. var sinTheta = Math.sin( theta );
  19893. // vertex
  19894. vertex.x = radius * sinTheta;
  19895. vertex.y = halfHeight * sign;
  19896. vertex.z = radius * cosTheta;
  19897. vertices.push( vertex.x, vertex.y, vertex.z );
  19898. // normal
  19899. normals.push( 0, sign, 0 );
  19900. // uv
  19901. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19902. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19903. uvs.push( uv.x, uv.y );
  19904. // increase index
  19905. index ++;
  19906. }
  19907. // generate indices
  19908. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19909. var c = centerIndexStart + x$2;
  19910. var i = centerIndexEnd + x$2;
  19911. if ( top === true ) {
  19912. // face top
  19913. indices.push( i, i + 1, c );
  19914. } else {
  19915. // face bottom
  19916. indices.push( i + 1, i, c );
  19917. }
  19918. groupCount += 3;
  19919. }
  19920. // add a group to the geometry. this will ensure multi material support
  19921. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19922. // calculate new start value for groups
  19923. groupStart += groupCount;
  19924. }
  19925. }
  19926. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19927. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19928. /**
  19929. * @author abelnation / http://github.com/abelnation
  19930. */
  19931. // ConeGeometry
  19932. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19933. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19934. this.type = 'ConeGeometry';
  19935. this.parameters = {
  19936. radius: radius,
  19937. height: height,
  19938. radialSegments: radialSegments,
  19939. heightSegments: heightSegments,
  19940. openEnded: openEnded,
  19941. thetaStart: thetaStart,
  19942. thetaLength: thetaLength
  19943. };
  19944. }
  19945. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19946. ConeGeometry.prototype.constructor = ConeGeometry;
  19947. // ConeBufferGeometry
  19948. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19949. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19950. this.type = 'ConeBufferGeometry';
  19951. this.parameters = {
  19952. radius: radius,
  19953. height: height,
  19954. radialSegments: radialSegments,
  19955. heightSegments: heightSegments,
  19956. openEnded: openEnded,
  19957. thetaStart: thetaStart,
  19958. thetaLength: thetaLength
  19959. };
  19960. }
  19961. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19962. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19963. /**
  19964. * @author benaadams / https://twitter.com/ben_a_adams
  19965. * @author Mugen87 / https://github.com/Mugen87
  19966. * @author hughes
  19967. */
  19968. // CircleGeometry
  19969. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19970. Geometry.call( this );
  19971. this.type = 'CircleGeometry';
  19972. this.parameters = {
  19973. radius: radius,
  19974. segments: segments,
  19975. thetaStart: thetaStart,
  19976. thetaLength: thetaLength
  19977. };
  19978. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19979. this.mergeVertices();
  19980. }
  19981. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19982. CircleGeometry.prototype.constructor = CircleGeometry;
  19983. // CircleBufferGeometry
  19984. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19985. BufferGeometry.call( this );
  19986. this.type = 'CircleBufferGeometry';
  19987. this.parameters = {
  19988. radius: radius,
  19989. segments: segments,
  19990. thetaStart: thetaStart,
  19991. thetaLength: thetaLength
  19992. };
  19993. radius = radius || 1;
  19994. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19995. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19996. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19997. // buffers
  19998. var indices = [];
  19999. var vertices = [];
  20000. var normals = [];
  20001. var uvs = [];
  20002. // helper variables
  20003. var vertex = new Vector3();
  20004. var uv = new Vector2();
  20005. // center point
  20006. vertices.push( 0, 0, 0 );
  20007. normals.push( 0, 0, 1 );
  20008. uvs.push( 0.5, 0.5 );
  20009. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  20010. var segment = thetaStart + s / segments * thetaLength;
  20011. // vertex
  20012. vertex.x = radius * Math.cos( segment );
  20013. vertex.y = radius * Math.sin( segment );
  20014. vertices.push( vertex.x, vertex.y, vertex.z );
  20015. // normal
  20016. normals.push( 0, 0, 1 );
  20017. // uvs
  20018. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  20019. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  20020. uvs.push( uv.x, uv.y );
  20021. }
  20022. // indices
  20023. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  20024. indices.push( i$1, i$1 + 1, 0 );
  20025. }
  20026. // build geometry
  20027. this.setIndex( indices );
  20028. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20029. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  20030. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  20031. }
  20032. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  20033. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  20034. var Geometries = /*#__PURE__*/Object.freeze({
  20035. __proto__: null,
  20036. WireframeGeometry: WireframeGeometry,
  20037. ParametricGeometry: ParametricGeometry,
  20038. ParametricBufferGeometry: ParametricBufferGeometry,
  20039. TetrahedronGeometry: TetrahedronGeometry,
  20040. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  20041. OctahedronGeometry: OctahedronGeometry,
  20042. OctahedronBufferGeometry: OctahedronBufferGeometry,
  20043. IcosahedronGeometry: IcosahedronGeometry,
  20044. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  20045. DodecahedronGeometry: DodecahedronGeometry,
  20046. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  20047. PolyhedronGeometry: PolyhedronGeometry,
  20048. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  20049. TubeGeometry: TubeGeometry,
  20050. TubeBufferGeometry: TubeBufferGeometry,
  20051. TorusKnotGeometry: TorusKnotGeometry,
  20052. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  20053. TorusGeometry: TorusGeometry,
  20054. TorusBufferGeometry: TorusBufferGeometry,
  20055. TextGeometry: TextGeometry,
  20056. TextBufferGeometry: TextBufferGeometry,
  20057. SphereGeometry: SphereGeometry,
  20058. SphereBufferGeometry: SphereBufferGeometry,
  20059. RingGeometry: RingGeometry,
  20060. RingBufferGeometry: RingBufferGeometry,
  20061. PlaneGeometry: PlaneGeometry,
  20062. PlaneBufferGeometry: PlaneBufferGeometry,
  20063. LatheGeometry: LatheGeometry,
  20064. LatheBufferGeometry: LatheBufferGeometry,
  20065. ShapeGeometry: ShapeGeometry,
  20066. ShapeBufferGeometry: ShapeBufferGeometry,
  20067. ExtrudeGeometry: ExtrudeGeometry,
  20068. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  20069. EdgesGeometry: EdgesGeometry,
  20070. ConeGeometry: ConeGeometry,
  20071. ConeBufferGeometry: ConeBufferGeometry,
  20072. CylinderGeometry: CylinderGeometry,
  20073. CylinderBufferGeometry: CylinderBufferGeometry,
  20074. CircleGeometry: CircleGeometry,
  20075. CircleBufferGeometry: CircleBufferGeometry,
  20076. BoxGeometry: BoxGeometry,
  20077. BoxBufferGeometry: BoxBufferGeometry
  20078. });
  20079. /**
  20080. * @author mrdoob / http://mrdoob.com/
  20081. *
  20082. * parameters = {
  20083. * color: <THREE.Color>
  20084. * }
  20085. */
  20086. function ShadowMaterial( parameters ) {
  20087. Material.call( this );
  20088. this.type = 'ShadowMaterial';
  20089. this.color = new Color( 0x000000 );
  20090. this.transparent = true;
  20091. this.setValues( parameters );
  20092. }
  20093. ShadowMaterial.prototype = Object.create( Material.prototype );
  20094. ShadowMaterial.prototype.constructor = ShadowMaterial;
  20095. ShadowMaterial.prototype.isShadowMaterial = true;
  20096. ShadowMaterial.prototype.copy = function ( source ) {
  20097. Material.prototype.copy.call( this, source );
  20098. this.color.copy( source.color );
  20099. return this;
  20100. };
  20101. /**
  20102. * @author mrdoob / http://mrdoob.com/
  20103. */
  20104. function RawShaderMaterial( parameters ) {
  20105. ShaderMaterial.call( this, parameters );
  20106. this.type = 'RawShaderMaterial';
  20107. }
  20108. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  20109. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  20110. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  20111. /**
  20112. * @author WestLangley / http://github.com/WestLangley
  20113. *
  20114. * parameters = {
  20115. * color: <hex>,
  20116. * roughness: <float>,
  20117. * metalness: <float>,
  20118. * opacity: <float>,
  20119. *
  20120. * map: new THREE.Texture( <Image> ),
  20121. *
  20122. * lightMap: new THREE.Texture( <Image> ),
  20123. * lightMapIntensity: <float>
  20124. *
  20125. * aoMap: new THREE.Texture( <Image> ),
  20126. * aoMapIntensity: <float>
  20127. *
  20128. * emissive: <hex>,
  20129. * emissiveIntensity: <float>
  20130. * emissiveMap: new THREE.Texture( <Image> ),
  20131. *
  20132. * bumpMap: new THREE.Texture( <Image> ),
  20133. * bumpScale: <float>,
  20134. *
  20135. * normalMap: new THREE.Texture( <Image> ),
  20136. * normalMapType: THREE.TangentSpaceNormalMap,
  20137. * normalScale: <Vector2>,
  20138. *
  20139. * displacementMap: new THREE.Texture( <Image> ),
  20140. * displacementScale: <float>,
  20141. * displacementBias: <float>,
  20142. *
  20143. * roughnessMap: new THREE.Texture( <Image> ),
  20144. *
  20145. * metalnessMap: new THREE.Texture( <Image> ),
  20146. *
  20147. * alphaMap: new THREE.Texture( <Image> ),
  20148. *
  20149. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20150. * envMapIntensity: <float>
  20151. *
  20152. * refractionRatio: <float>,
  20153. *
  20154. * wireframe: <boolean>,
  20155. * wireframeLinewidth: <float>,
  20156. *
  20157. * skinning: <bool>,
  20158. * morphTargets: <bool>,
  20159. * morphNormals: <bool>
  20160. * }
  20161. */
  20162. function MeshStandardMaterial( parameters ) {
  20163. Material.call( this );
  20164. this.defines = { 'STANDARD': '' };
  20165. this.type = 'MeshStandardMaterial';
  20166. this.color = new Color( 0xffffff ); // diffuse
  20167. this.roughness = 1.0;
  20168. this.metalness = 0.0;
  20169. this.map = null;
  20170. this.lightMap = null;
  20171. this.lightMapIntensity = 1.0;
  20172. this.aoMap = null;
  20173. this.aoMapIntensity = 1.0;
  20174. this.emissive = new Color( 0x000000 );
  20175. this.emissiveIntensity = 1.0;
  20176. this.emissiveMap = null;
  20177. this.bumpMap = null;
  20178. this.bumpScale = 1;
  20179. this.normalMap = null;
  20180. this.normalMapType = TangentSpaceNormalMap;
  20181. this.normalScale = new Vector2( 1, 1 );
  20182. this.displacementMap = null;
  20183. this.displacementScale = 1;
  20184. this.displacementBias = 0;
  20185. this.roughnessMap = null;
  20186. this.metalnessMap = null;
  20187. this.alphaMap = null;
  20188. this.envMap = null;
  20189. this.envMapIntensity = 1.0;
  20190. this.refractionRatio = 0.98;
  20191. this.wireframe = false;
  20192. this.wireframeLinewidth = 1;
  20193. this.wireframeLinecap = 'round';
  20194. this.wireframeLinejoin = 'round';
  20195. this.skinning = false;
  20196. this.morphTargets = false;
  20197. this.morphNormals = false;
  20198. this.vertexTangents = false;
  20199. this.setValues( parameters );
  20200. }
  20201. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  20202. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  20203. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20204. MeshStandardMaterial.prototype.copy = function ( source ) {
  20205. Material.prototype.copy.call( this, source );
  20206. this.defines = { 'STANDARD': '' };
  20207. this.color.copy( source.color );
  20208. this.roughness = source.roughness;
  20209. this.metalness = source.metalness;
  20210. this.map = source.map;
  20211. this.lightMap = source.lightMap;
  20212. this.lightMapIntensity = source.lightMapIntensity;
  20213. this.aoMap = source.aoMap;
  20214. this.aoMapIntensity = source.aoMapIntensity;
  20215. this.emissive.copy( source.emissive );
  20216. this.emissiveMap = source.emissiveMap;
  20217. this.emissiveIntensity = source.emissiveIntensity;
  20218. this.bumpMap = source.bumpMap;
  20219. this.bumpScale = source.bumpScale;
  20220. this.normalMap = source.normalMap;
  20221. this.normalMapType = source.normalMapType;
  20222. this.normalScale.copy( source.normalScale );
  20223. this.displacementMap = source.displacementMap;
  20224. this.displacementScale = source.displacementScale;
  20225. this.displacementBias = source.displacementBias;
  20226. this.roughnessMap = source.roughnessMap;
  20227. this.metalnessMap = source.metalnessMap;
  20228. this.alphaMap = source.alphaMap;
  20229. this.envMap = source.envMap;
  20230. this.envMapIntensity = source.envMapIntensity;
  20231. this.refractionRatio = source.refractionRatio;
  20232. this.wireframe = source.wireframe;
  20233. this.wireframeLinewidth = source.wireframeLinewidth;
  20234. this.wireframeLinecap = source.wireframeLinecap;
  20235. this.wireframeLinejoin = source.wireframeLinejoin;
  20236. this.skinning = source.skinning;
  20237. this.morphTargets = source.morphTargets;
  20238. this.morphNormals = source.morphNormals;
  20239. this.vertexTangents = source.vertexTangents;
  20240. return this;
  20241. };
  20242. /**
  20243. * @author WestLangley / http://github.com/WestLangley
  20244. *
  20245. * parameters = {
  20246. * clearcoat: <float>,
  20247. * clearcoatMap: new THREE.Texture( <Image> ),
  20248. * clearcoatRoughness: <float>,
  20249. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20250. * clearcoatNormalScale: <Vector2>,
  20251. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20252. *
  20253. * reflectivity: <float>,
  20254. *
  20255. * sheen: <Color>,
  20256. *
  20257. * transmission: <float>,
  20258. * transmissionMap: new THREE.Texture( <Image> )
  20259. * }
  20260. */
  20261. function MeshPhysicalMaterial( parameters ) {
  20262. MeshStandardMaterial.call( this );
  20263. this.defines = {
  20264. 'STANDARD': '',
  20265. 'PHYSICAL': ''
  20266. };
  20267. this.type = 'MeshPhysicalMaterial';
  20268. this.clearcoat = 0.0;
  20269. this.clearcoatMap = null;
  20270. this.clearcoatRoughness = 0.0;
  20271. this.clearcoatRoughnessMap = null;
  20272. this.clearcoatNormalScale = new Vector2( 1, 1 );
  20273. this.clearcoatNormalMap = null;
  20274. this.reflectivity = 0.5; // maps to F0 = 0.04
  20275. this.sheen = null; // null will disable sheen bsdf
  20276. this.transmission = 0.0;
  20277. this.transmissionMap = null;
  20278. this.setValues( parameters );
  20279. }
  20280. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  20281. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20282. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20283. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  20284. MeshStandardMaterial.prototype.copy.call( this, source );
  20285. this.defines = {
  20286. 'STANDARD': '',
  20287. 'PHYSICAL': ''
  20288. };
  20289. this.clearcoat = source.clearcoat;
  20290. this.clearcoatMap = source.clearcoatMap;
  20291. this.clearcoatRoughness = source.clearcoatRoughness;
  20292. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20293. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20294. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  20295. this.reflectivity = source.reflectivity;
  20296. if ( source.sheen ) {
  20297. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  20298. } else {
  20299. this.sheen = null;
  20300. }
  20301. this.transmission = source.transmission;
  20302. this.transmissionMap = source.transmissionMap;
  20303. return this;
  20304. };
  20305. /**
  20306. * @author mrdoob / http://mrdoob.com/
  20307. * @author alteredq / http://alteredqualia.com/
  20308. *
  20309. * parameters = {
  20310. * color: <hex>,
  20311. * specular: <hex>,
  20312. * shininess: <float>,
  20313. * opacity: <float>,
  20314. *
  20315. * map: new THREE.Texture( <Image> ),
  20316. *
  20317. * lightMap: new THREE.Texture( <Image> ),
  20318. * lightMapIntensity: <float>
  20319. *
  20320. * aoMap: new THREE.Texture( <Image> ),
  20321. * aoMapIntensity: <float>
  20322. *
  20323. * emissive: <hex>,
  20324. * emissiveIntensity: <float>
  20325. * emissiveMap: new THREE.Texture( <Image> ),
  20326. *
  20327. * bumpMap: new THREE.Texture( <Image> ),
  20328. * bumpScale: <float>,
  20329. *
  20330. * normalMap: new THREE.Texture( <Image> ),
  20331. * normalMapType: THREE.TangentSpaceNormalMap,
  20332. * normalScale: <Vector2>,
  20333. *
  20334. * displacementMap: new THREE.Texture( <Image> ),
  20335. * displacementScale: <float>,
  20336. * displacementBias: <float>,
  20337. *
  20338. * specularMap: new THREE.Texture( <Image> ),
  20339. *
  20340. * alphaMap: new THREE.Texture( <Image> ),
  20341. *
  20342. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20343. * combine: THREE.MultiplyOperation,
  20344. * reflectivity: <float>,
  20345. * refractionRatio: <float>,
  20346. *
  20347. * wireframe: <boolean>,
  20348. * wireframeLinewidth: <float>,
  20349. *
  20350. * skinning: <bool>,
  20351. * morphTargets: <bool>,
  20352. * morphNormals: <bool>
  20353. * }
  20354. */
  20355. function MeshPhongMaterial( parameters ) {
  20356. Material.call( this );
  20357. this.type = 'MeshPhongMaterial';
  20358. this.color = new Color( 0xffffff ); // diffuse
  20359. this.specular = new Color( 0x111111 );
  20360. this.shininess = 30;
  20361. this.map = null;
  20362. this.lightMap = null;
  20363. this.lightMapIntensity = 1.0;
  20364. this.aoMap = null;
  20365. this.aoMapIntensity = 1.0;
  20366. this.emissive = new Color( 0x000000 );
  20367. this.emissiveIntensity = 1.0;
  20368. this.emissiveMap = null;
  20369. this.bumpMap = null;
  20370. this.bumpScale = 1;
  20371. this.normalMap = null;
  20372. this.normalMapType = TangentSpaceNormalMap;
  20373. this.normalScale = new Vector2( 1, 1 );
  20374. this.displacementMap = null;
  20375. this.displacementScale = 1;
  20376. this.displacementBias = 0;
  20377. this.specularMap = null;
  20378. this.alphaMap = null;
  20379. this.envMap = null;
  20380. this.combine = MultiplyOperation;
  20381. this.reflectivity = 1;
  20382. this.refractionRatio = 0.98;
  20383. this.wireframe = false;
  20384. this.wireframeLinewidth = 1;
  20385. this.wireframeLinecap = 'round';
  20386. this.wireframeLinejoin = 'round';
  20387. this.skinning = false;
  20388. this.morphTargets = false;
  20389. this.morphNormals = false;
  20390. this.setValues( parameters );
  20391. }
  20392. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20393. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20394. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20395. MeshPhongMaterial.prototype.copy = function ( source ) {
  20396. Material.prototype.copy.call( this, source );
  20397. this.color.copy( source.color );
  20398. this.specular.copy( source.specular );
  20399. this.shininess = source.shininess;
  20400. this.map = source.map;
  20401. this.lightMap = source.lightMap;
  20402. this.lightMapIntensity = source.lightMapIntensity;
  20403. this.aoMap = source.aoMap;
  20404. this.aoMapIntensity = source.aoMapIntensity;
  20405. this.emissive.copy( source.emissive );
  20406. this.emissiveMap = source.emissiveMap;
  20407. this.emissiveIntensity = source.emissiveIntensity;
  20408. this.bumpMap = source.bumpMap;
  20409. this.bumpScale = source.bumpScale;
  20410. this.normalMap = source.normalMap;
  20411. this.normalMapType = source.normalMapType;
  20412. this.normalScale.copy( source.normalScale );
  20413. this.displacementMap = source.displacementMap;
  20414. this.displacementScale = source.displacementScale;
  20415. this.displacementBias = source.displacementBias;
  20416. this.specularMap = source.specularMap;
  20417. this.alphaMap = source.alphaMap;
  20418. this.envMap = source.envMap;
  20419. this.combine = source.combine;
  20420. this.reflectivity = source.reflectivity;
  20421. this.refractionRatio = source.refractionRatio;
  20422. this.wireframe = source.wireframe;
  20423. this.wireframeLinewidth = source.wireframeLinewidth;
  20424. this.wireframeLinecap = source.wireframeLinecap;
  20425. this.wireframeLinejoin = source.wireframeLinejoin;
  20426. this.skinning = source.skinning;
  20427. this.morphTargets = source.morphTargets;
  20428. this.morphNormals = source.morphNormals;
  20429. return this;
  20430. };
  20431. /**
  20432. * @author takahirox / http://github.com/takahirox
  20433. *
  20434. * parameters = {
  20435. * color: <hex>,
  20436. *
  20437. * map: new THREE.Texture( <Image> ),
  20438. * gradientMap: new THREE.Texture( <Image> ),
  20439. *
  20440. * lightMap: new THREE.Texture( <Image> ),
  20441. * lightMapIntensity: <float>
  20442. *
  20443. * aoMap: new THREE.Texture( <Image> ),
  20444. * aoMapIntensity: <float>
  20445. *
  20446. * emissive: <hex>,
  20447. * emissiveIntensity: <float>
  20448. * emissiveMap: new THREE.Texture( <Image> ),
  20449. *
  20450. * bumpMap: new THREE.Texture( <Image> ),
  20451. * bumpScale: <float>,
  20452. *
  20453. * normalMap: new THREE.Texture( <Image> ),
  20454. * normalMapType: THREE.TangentSpaceNormalMap,
  20455. * normalScale: <Vector2>,
  20456. *
  20457. * displacementMap: new THREE.Texture( <Image> ),
  20458. * displacementScale: <float>,
  20459. * displacementBias: <float>,
  20460. *
  20461. * alphaMap: new THREE.Texture( <Image> ),
  20462. *
  20463. * wireframe: <boolean>,
  20464. * wireframeLinewidth: <float>,
  20465. *
  20466. * skinning: <bool>,
  20467. * morphTargets: <bool>,
  20468. * morphNormals: <bool>
  20469. * }
  20470. */
  20471. function MeshToonMaterial( parameters ) {
  20472. Material.call( this );
  20473. this.defines = { 'TOON': '' };
  20474. this.type = 'MeshToonMaterial';
  20475. this.color = new Color( 0xffffff );
  20476. this.map = null;
  20477. this.gradientMap = null;
  20478. this.lightMap = null;
  20479. this.lightMapIntensity = 1.0;
  20480. this.aoMap = null;
  20481. this.aoMapIntensity = 1.0;
  20482. this.emissive = new Color( 0x000000 );
  20483. this.emissiveIntensity = 1.0;
  20484. this.emissiveMap = null;
  20485. this.bumpMap = null;
  20486. this.bumpScale = 1;
  20487. this.normalMap = null;
  20488. this.normalMapType = TangentSpaceNormalMap;
  20489. this.normalScale = new Vector2( 1, 1 );
  20490. this.displacementMap = null;
  20491. this.displacementScale = 1;
  20492. this.displacementBias = 0;
  20493. this.alphaMap = null;
  20494. this.wireframe = false;
  20495. this.wireframeLinewidth = 1;
  20496. this.wireframeLinecap = 'round';
  20497. this.wireframeLinejoin = 'round';
  20498. this.skinning = false;
  20499. this.morphTargets = false;
  20500. this.morphNormals = false;
  20501. this.setValues( parameters );
  20502. }
  20503. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20504. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20505. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20506. MeshToonMaterial.prototype.copy = function ( source ) {
  20507. Material.prototype.copy.call( this, source );
  20508. this.color.copy( source.color );
  20509. this.map = source.map;
  20510. this.gradientMap = source.gradientMap;
  20511. this.lightMap = source.lightMap;
  20512. this.lightMapIntensity = source.lightMapIntensity;
  20513. this.aoMap = source.aoMap;
  20514. this.aoMapIntensity = source.aoMapIntensity;
  20515. this.emissive.copy( source.emissive );
  20516. this.emissiveMap = source.emissiveMap;
  20517. this.emissiveIntensity = source.emissiveIntensity;
  20518. this.bumpMap = source.bumpMap;
  20519. this.bumpScale = source.bumpScale;
  20520. this.normalMap = source.normalMap;
  20521. this.normalMapType = source.normalMapType;
  20522. this.normalScale.copy( source.normalScale );
  20523. this.displacementMap = source.displacementMap;
  20524. this.displacementScale = source.displacementScale;
  20525. this.displacementBias = source.displacementBias;
  20526. this.alphaMap = source.alphaMap;
  20527. this.wireframe = source.wireframe;
  20528. this.wireframeLinewidth = source.wireframeLinewidth;
  20529. this.wireframeLinecap = source.wireframeLinecap;
  20530. this.wireframeLinejoin = source.wireframeLinejoin;
  20531. this.skinning = source.skinning;
  20532. this.morphTargets = source.morphTargets;
  20533. this.morphNormals = source.morphNormals;
  20534. return this;
  20535. };
  20536. /**
  20537. * @author mrdoob / http://mrdoob.com/
  20538. * @author WestLangley / http://github.com/WestLangley
  20539. *
  20540. * parameters = {
  20541. * opacity: <float>,
  20542. *
  20543. * bumpMap: new THREE.Texture( <Image> ),
  20544. * bumpScale: <float>,
  20545. *
  20546. * normalMap: new THREE.Texture( <Image> ),
  20547. * normalMapType: THREE.TangentSpaceNormalMap,
  20548. * normalScale: <Vector2>,
  20549. *
  20550. * displacementMap: new THREE.Texture( <Image> ),
  20551. * displacementScale: <float>,
  20552. * displacementBias: <float>,
  20553. *
  20554. * wireframe: <boolean>,
  20555. * wireframeLinewidth: <float>
  20556. *
  20557. * skinning: <bool>,
  20558. * morphTargets: <bool>,
  20559. * morphNormals: <bool>
  20560. * }
  20561. */
  20562. function MeshNormalMaterial( parameters ) {
  20563. Material.call( this );
  20564. this.type = 'MeshNormalMaterial';
  20565. this.bumpMap = null;
  20566. this.bumpScale = 1;
  20567. this.normalMap = null;
  20568. this.normalMapType = TangentSpaceNormalMap;
  20569. this.normalScale = new Vector2( 1, 1 );
  20570. this.displacementMap = null;
  20571. this.displacementScale = 1;
  20572. this.displacementBias = 0;
  20573. this.wireframe = false;
  20574. this.wireframeLinewidth = 1;
  20575. this.fog = false;
  20576. this.skinning = false;
  20577. this.morphTargets = false;
  20578. this.morphNormals = false;
  20579. this.setValues( parameters );
  20580. }
  20581. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20582. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20583. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20584. MeshNormalMaterial.prototype.copy = function ( source ) {
  20585. Material.prototype.copy.call( this, source );
  20586. this.bumpMap = source.bumpMap;
  20587. this.bumpScale = source.bumpScale;
  20588. this.normalMap = source.normalMap;
  20589. this.normalMapType = source.normalMapType;
  20590. this.normalScale.copy( source.normalScale );
  20591. this.displacementMap = source.displacementMap;
  20592. this.displacementScale = source.displacementScale;
  20593. this.displacementBias = source.displacementBias;
  20594. this.wireframe = source.wireframe;
  20595. this.wireframeLinewidth = source.wireframeLinewidth;
  20596. this.skinning = source.skinning;
  20597. this.morphTargets = source.morphTargets;
  20598. this.morphNormals = source.morphNormals;
  20599. return this;
  20600. };
  20601. /**
  20602. * @author mrdoob / http://mrdoob.com/
  20603. * @author alteredq / http://alteredqualia.com/
  20604. *
  20605. * parameters = {
  20606. * color: <hex>,
  20607. * opacity: <float>,
  20608. *
  20609. * map: new THREE.Texture( <Image> ),
  20610. *
  20611. * lightMap: new THREE.Texture( <Image> ),
  20612. * lightMapIntensity: <float>
  20613. *
  20614. * aoMap: new THREE.Texture( <Image> ),
  20615. * aoMapIntensity: <float>
  20616. *
  20617. * emissive: <hex>,
  20618. * emissiveIntensity: <float>
  20619. * emissiveMap: new THREE.Texture( <Image> ),
  20620. *
  20621. * specularMap: new THREE.Texture( <Image> ),
  20622. *
  20623. * alphaMap: new THREE.Texture( <Image> ),
  20624. *
  20625. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20626. * combine: THREE.Multiply,
  20627. * reflectivity: <float>,
  20628. * refractionRatio: <float>,
  20629. *
  20630. * wireframe: <boolean>,
  20631. * wireframeLinewidth: <float>,
  20632. *
  20633. * skinning: <bool>,
  20634. * morphTargets: <bool>,
  20635. * morphNormals: <bool>
  20636. * }
  20637. */
  20638. function MeshLambertMaterial( parameters ) {
  20639. Material.call( this );
  20640. this.type = 'MeshLambertMaterial';
  20641. this.color = new Color( 0xffffff ); // diffuse
  20642. this.map = null;
  20643. this.lightMap = null;
  20644. this.lightMapIntensity = 1.0;
  20645. this.aoMap = null;
  20646. this.aoMapIntensity = 1.0;
  20647. this.emissive = new Color( 0x000000 );
  20648. this.emissiveIntensity = 1.0;
  20649. this.emissiveMap = null;
  20650. this.specularMap = null;
  20651. this.alphaMap = null;
  20652. this.envMap = null;
  20653. this.combine = MultiplyOperation;
  20654. this.reflectivity = 1;
  20655. this.refractionRatio = 0.98;
  20656. this.wireframe = false;
  20657. this.wireframeLinewidth = 1;
  20658. this.wireframeLinecap = 'round';
  20659. this.wireframeLinejoin = 'round';
  20660. this.skinning = false;
  20661. this.morphTargets = false;
  20662. this.morphNormals = false;
  20663. this.setValues( parameters );
  20664. }
  20665. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20666. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20667. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20668. MeshLambertMaterial.prototype.copy = function ( source ) {
  20669. Material.prototype.copy.call( this, source );
  20670. this.color.copy( source.color );
  20671. this.map = source.map;
  20672. this.lightMap = source.lightMap;
  20673. this.lightMapIntensity = source.lightMapIntensity;
  20674. this.aoMap = source.aoMap;
  20675. this.aoMapIntensity = source.aoMapIntensity;
  20676. this.emissive.copy( source.emissive );
  20677. this.emissiveMap = source.emissiveMap;
  20678. this.emissiveIntensity = source.emissiveIntensity;
  20679. this.specularMap = source.specularMap;
  20680. this.alphaMap = source.alphaMap;
  20681. this.envMap = source.envMap;
  20682. this.combine = source.combine;
  20683. this.reflectivity = source.reflectivity;
  20684. this.refractionRatio = source.refractionRatio;
  20685. this.wireframe = source.wireframe;
  20686. this.wireframeLinewidth = source.wireframeLinewidth;
  20687. this.wireframeLinecap = source.wireframeLinecap;
  20688. this.wireframeLinejoin = source.wireframeLinejoin;
  20689. this.skinning = source.skinning;
  20690. this.morphTargets = source.morphTargets;
  20691. this.morphNormals = source.morphNormals;
  20692. return this;
  20693. };
  20694. /**
  20695. * @author WestLangley / http://github.com/WestLangley
  20696. *
  20697. * parameters = {
  20698. * color: <hex>,
  20699. * opacity: <float>,
  20700. *
  20701. * matcap: new THREE.Texture( <Image> ),
  20702. *
  20703. * map: new THREE.Texture( <Image> ),
  20704. *
  20705. * bumpMap: new THREE.Texture( <Image> ),
  20706. * bumpScale: <float>,
  20707. *
  20708. * normalMap: new THREE.Texture( <Image> ),
  20709. * normalMapType: THREE.TangentSpaceNormalMap,
  20710. * normalScale: <Vector2>,
  20711. *
  20712. * displacementMap: new THREE.Texture( <Image> ),
  20713. * displacementScale: <float>,
  20714. * displacementBias: <float>,
  20715. *
  20716. * alphaMap: new THREE.Texture( <Image> ),
  20717. *
  20718. * skinning: <bool>,
  20719. * morphTargets: <bool>,
  20720. * morphNormals: <bool>
  20721. * }
  20722. */
  20723. function MeshMatcapMaterial( parameters ) {
  20724. Material.call( this );
  20725. this.defines = { 'MATCAP': '' };
  20726. this.type = 'MeshMatcapMaterial';
  20727. this.color = new Color( 0xffffff ); // diffuse
  20728. this.matcap = null;
  20729. this.map = null;
  20730. this.bumpMap = null;
  20731. this.bumpScale = 1;
  20732. this.normalMap = null;
  20733. this.normalMapType = TangentSpaceNormalMap;
  20734. this.normalScale = new Vector2( 1, 1 );
  20735. this.displacementMap = null;
  20736. this.displacementScale = 1;
  20737. this.displacementBias = 0;
  20738. this.alphaMap = null;
  20739. this.skinning = false;
  20740. this.morphTargets = false;
  20741. this.morphNormals = false;
  20742. this.setValues( parameters );
  20743. }
  20744. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20745. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20746. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20747. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20748. Material.prototype.copy.call( this, source );
  20749. this.defines = { 'MATCAP': '' };
  20750. this.color.copy( source.color );
  20751. this.matcap = source.matcap;
  20752. this.map = source.map;
  20753. this.bumpMap = source.bumpMap;
  20754. this.bumpScale = source.bumpScale;
  20755. this.normalMap = source.normalMap;
  20756. this.normalMapType = source.normalMapType;
  20757. this.normalScale.copy( source.normalScale );
  20758. this.displacementMap = source.displacementMap;
  20759. this.displacementScale = source.displacementScale;
  20760. this.displacementBias = source.displacementBias;
  20761. this.alphaMap = source.alphaMap;
  20762. this.skinning = source.skinning;
  20763. this.morphTargets = source.morphTargets;
  20764. this.morphNormals = source.morphNormals;
  20765. return this;
  20766. };
  20767. /**
  20768. * @author alteredq / http://alteredqualia.com/
  20769. *
  20770. * parameters = {
  20771. * color: <hex>,
  20772. * opacity: <float>,
  20773. *
  20774. * linewidth: <float>,
  20775. *
  20776. * scale: <float>,
  20777. * dashSize: <float>,
  20778. * gapSize: <float>
  20779. * }
  20780. */
  20781. function LineDashedMaterial( parameters ) {
  20782. LineBasicMaterial.call( this );
  20783. this.type = 'LineDashedMaterial';
  20784. this.scale = 1;
  20785. this.dashSize = 3;
  20786. this.gapSize = 1;
  20787. this.setValues( parameters );
  20788. }
  20789. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20790. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20791. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20792. LineDashedMaterial.prototype.copy = function ( source ) {
  20793. LineBasicMaterial.prototype.copy.call( this, source );
  20794. this.scale = source.scale;
  20795. this.dashSize = source.dashSize;
  20796. this.gapSize = source.gapSize;
  20797. return this;
  20798. };
  20799. var Materials = /*#__PURE__*/Object.freeze({
  20800. __proto__: null,
  20801. ShadowMaterial: ShadowMaterial,
  20802. SpriteMaterial: SpriteMaterial,
  20803. RawShaderMaterial: RawShaderMaterial,
  20804. ShaderMaterial: ShaderMaterial,
  20805. PointsMaterial: PointsMaterial,
  20806. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20807. MeshStandardMaterial: MeshStandardMaterial,
  20808. MeshPhongMaterial: MeshPhongMaterial,
  20809. MeshToonMaterial: MeshToonMaterial,
  20810. MeshNormalMaterial: MeshNormalMaterial,
  20811. MeshLambertMaterial: MeshLambertMaterial,
  20812. MeshDepthMaterial: MeshDepthMaterial,
  20813. MeshDistanceMaterial: MeshDistanceMaterial,
  20814. MeshBasicMaterial: MeshBasicMaterial,
  20815. MeshMatcapMaterial: MeshMatcapMaterial,
  20816. LineDashedMaterial: LineDashedMaterial,
  20817. LineBasicMaterial: LineBasicMaterial,
  20818. Material: Material
  20819. });
  20820. /**
  20821. * @author tschw
  20822. * @author Ben Houston / http://clara.io/
  20823. * @author David Sarno / http://lighthaus.us/
  20824. */
  20825. var AnimationUtils = {
  20826. // same as Array.prototype.slice, but also works on typed arrays
  20827. arraySlice: function ( array, from, to ) {
  20828. if ( AnimationUtils.isTypedArray( array ) ) {
  20829. // in ios9 array.subarray(from, undefined) will return empty array
  20830. // but array.subarray(from) or array.subarray(from, len) is correct
  20831. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20832. }
  20833. return array.slice( from, to );
  20834. },
  20835. // converts an array to a specific type
  20836. convertArray: function ( array, type, forceClone ) {
  20837. if ( ! array || // let 'undefined' and 'null' pass
  20838. ! forceClone && array.constructor === type ) { return array; }
  20839. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20840. return new type( array ); // create typed array
  20841. }
  20842. return Array.prototype.slice.call( array ); // create Array
  20843. },
  20844. isTypedArray: function ( object ) {
  20845. return ArrayBuffer.isView( object ) &&
  20846. ! ( object instanceof DataView );
  20847. },
  20848. // returns an array by which times and values can be sorted
  20849. getKeyframeOrder: function ( times ) {
  20850. function compareTime( i, j ) {
  20851. return times[ i ] - times[ j ];
  20852. }
  20853. var n = times.length;
  20854. var result = new Array( n );
  20855. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20856. result.sort( compareTime );
  20857. return result;
  20858. },
  20859. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20860. sortedArray: function ( values, stride, order ) {
  20861. var nValues = values.length;
  20862. var result = new values.constructor( nValues );
  20863. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20864. var srcOffset = order[ i ] * stride;
  20865. for ( var j = 0; j !== stride; ++ j ) {
  20866. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20867. }
  20868. }
  20869. return result;
  20870. },
  20871. // function for parsing AOS keyframe formats
  20872. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20873. var i = 1, key = jsonKeys[ 0 ];
  20874. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20875. key = jsonKeys[ i ++ ];
  20876. }
  20877. if ( key === undefined ) { return; } // no data
  20878. var value = key[ valuePropertyName ];
  20879. if ( value === undefined ) { return; } // no data
  20880. if ( Array.isArray( value ) ) {
  20881. do {
  20882. value = key[ valuePropertyName ];
  20883. if ( value !== undefined ) {
  20884. times.push( key.time );
  20885. values.push.apply( values, value ); // push all elements
  20886. }
  20887. key = jsonKeys[ i ++ ];
  20888. } while ( key !== undefined );
  20889. } else if ( value.toArray !== undefined ) {
  20890. // ...assume THREE.Math-ish
  20891. do {
  20892. value = key[ valuePropertyName ];
  20893. if ( value !== undefined ) {
  20894. times.push( key.time );
  20895. value.toArray( values, values.length );
  20896. }
  20897. key = jsonKeys[ i ++ ];
  20898. } while ( key !== undefined );
  20899. } else {
  20900. // otherwise push as-is
  20901. do {
  20902. value = key[ valuePropertyName ];
  20903. if ( value !== undefined ) {
  20904. times.push( key.time );
  20905. values.push( value );
  20906. }
  20907. key = jsonKeys[ i ++ ];
  20908. } while ( key !== undefined );
  20909. }
  20910. },
  20911. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20912. fps = fps || 30;
  20913. var clip = sourceClip.clone();
  20914. clip.name = name;
  20915. var tracks = [];
  20916. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20917. var track = clip.tracks[ i ];
  20918. var valueSize = track.getValueSize();
  20919. var times = [];
  20920. var values = [];
  20921. for ( var j = 0; j < track.times.length; ++ j ) {
  20922. var frame = track.times[ j ] * fps;
  20923. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20924. times.push( track.times[ j ] );
  20925. for ( var k = 0; k < valueSize; ++ k ) {
  20926. values.push( track.values[ j * valueSize + k ] );
  20927. }
  20928. }
  20929. if ( times.length === 0 ) { continue; }
  20930. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20931. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20932. tracks.push( track );
  20933. }
  20934. clip.tracks = tracks;
  20935. // find minimum .times value across all tracks in the trimmed clip
  20936. var minStartTime = Infinity;
  20937. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20938. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20939. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20940. }
  20941. }
  20942. // shift all tracks such that clip begins at t=0
  20943. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20944. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20945. }
  20946. clip.resetDuration();
  20947. return clip;
  20948. },
  20949. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20950. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20951. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20952. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20953. var numTracks = targetClip.tracks.length;
  20954. var referenceTime = referenceFrame / fps;
  20955. // Make each track's values relative to the values at the reference frame
  20956. var loop = function ( i ) {
  20957. var referenceTrack = referenceClip.tracks[ i ];
  20958. var referenceTrackType = referenceTrack.ValueTypeName;
  20959. // Skip this track if it's non-numeric
  20960. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20961. // Find the track in the target clip whose name and type matches the reference track
  20962. var targetTrack = targetClip.tracks.find( function ( track ) {
  20963. return track.name === referenceTrack.name
  20964. && track.ValueTypeName === referenceTrackType;
  20965. } );
  20966. if ( targetTrack === undefined ) { return; }
  20967. var valueSize = referenceTrack.getValueSize();
  20968. var lastIndex = referenceTrack.times.length - 1;
  20969. var referenceValue = (void 0);
  20970. // Find the value to subtract out of the track
  20971. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20972. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20973. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20974. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20975. // Reference frame is after the last keyframe, so just use the last keyframe
  20976. var startIndex = lastIndex * valueSize;
  20977. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20978. } else {
  20979. // Interpolate to the reference value
  20980. var interpolant = referenceTrack.createInterpolant();
  20981. interpolant.evaluate( referenceTime );
  20982. referenceValue = interpolant.resultBuffer;
  20983. }
  20984. // Conjugate the quaternion
  20985. if ( referenceTrackType === 'quaternion' ) {
  20986. var referenceQuat = new Quaternion(
  20987. referenceValue[ 0 ],
  20988. referenceValue[ 1 ],
  20989. referenceValue[ 2 ],
  20990. referenceValue[ 3 ]
  20991. ).normalize().conjugate();
  20992. referenceQuat.toArray( referenceValue );
  20993. }
  20994. // Subtract the reference value from all of the track values
  20995. var numTimes = targetTrack.times.length;
  20996. for ( var j = 0; j < numTimes; ++ j ) {
  20997. var valueStart = j * valueSize;
  20998. if ( referenceTrackType === 'quaternion' ) {
  20999. // Multiply the conjugate for quaternion track types
  21000. Quaternion.multiplyQuaternionsFlat(
  21001. targetTrack.values,
  21002. valueStart,
  21003. referenceValue,
  21004. 0,
  21005. targetTrack.values,
  21006. valueStart
  21007. );
  21008. } else {
  21009. // Subtract each value for all other numeric track types
  21010. for ( var k = 0; k < valueSize; ++ k ) {
  21011. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  21012. }
  21013. }
  21014. }
  21015. };
  21016. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  21017. targetClip.blendMode = AdditiveAnimationBlendMode;
  21018. return targetClip;
  21019. }
  21020. };
  21021. /**
  21022. * Abstract base class of interpolants over parametric samples.
  21023. *
  21024. * The parameter domain is one dimensional, typically the time or a path
  21025. * along a curve defined by the data.
  21026. *
  21027. * The sample values can have any dimensionality and derived classes may
  21028. * apply special interpretations to the data.
  21029. *
  21030. * This class provides the interval seek in a Template Method, deferring
  21031. * the actual interpolation to derived classes.
  21032. *
  21033. * Time complexity is O(1) for linear access crossing at most two points
  21034. * and O(log N) for random access, where N is the number of positions.
  21035. *
  21036. * References:
  21037. *
  21038. * http://www.oodesign.com/template-method-pattern.html
  21039. *
  21040. * @author tschw
  21041. */
  21042. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21043. this.parameterPositions = parameterPositions;
  21044. this._cachedIndex = 0;
  21045. this.resultBuffer = resultBuffer !== undefined ?
  21046. resultBuffer : new sampleValues.constructor( sampleSize );
  21047. this.sampleValues = sampleValues;
  21048. this.valueSize = sampleSize;
  21049. }
  21050. Object.assign( Interpolant.prototype, {
  21051. evaluate: function ( t ) {
  21052. var pp = this.parameterPositions,
  21053. i1 = this._cachedIndex,
  21054. t1 = pp[ i1 ],
  21055. t0 = pp[ i1 - 1 ];
  21056. validate_interval: {
  21057. seek: {
  21058. var right;
  21059. linear_scan: {
  21060. //- See http://jsperf.com/comparison-to-undefined/3
  21061. //- slower code:
  21062. //-
  21063. //- if ( t >= t1 || t1 === undefined ) {
  21064. forward_scan: if ( ! ( t < t1 ) ) {
  21065. for ( var giveUpAt = i1 + 2; ; ) {
  21066. if ( t1 === undefined ) {
  21067. if ( t < t0 ) { break forward_scan; }
  21068. // after end
  21069. i1 = pp.length;
  21070. this._cachedIndex = i1;
  21071. return this.afterEnd_( i1 - 1, t, t0 );
  21072. }
  21073. if ( i1 === giveUpAt ) { break; } // this loop
  21074. t0 = t1;
  21075. t1 = pp[ ++ i1 ];
  21076. if ( t < t1 ) {
  21077. // we have arrived at the sought interval
  21078. break seek;
  21079. }
  21080. }
  21081. // prepare binary search on the right side of the index
  21082. right = pp.length;
  21083. break linear_scan;
  21084. }
  21085. //- slower code:
  21086. //- if ( t < t0 || t0 === undefined ) {
  21087. if ( ! ( t >= t0 ) ) {
  21088. // looping?
  21089. var t1global = pp[ 1 ];
  21090. if ( t < t1global ) {
  21091. i1 = 2; // + 1, using the scan for the details
  21092. t0 = t1global;
  21093. }
  21094. // linear reverse scan
  21095. for ( var giveUpAt$1 = i1 - 2; ; ) {
  21096. if ( t0 === undefined ) {
  21097. // before start
  21098. this._cachedIndex = 0;
  21099. return this.beforeStart_( 0, t, t1 );
  21100. }
  21101. if ( i1 === giveUpAt$1 ) { break; } // this loop
  21102. t1 = t0;
  21103. t0 = pp[ -- i1 - 1 ];
  21104. if ( t >= t0 ) {
  21105. // we have arrived at the sought interval
  21106. break seek;
  21107. }
  21108. }
  21109. // prepare binary search on the left side of the index
  21110. right = i1;
  21111. i1 = 0;
  21112. break linear_scan;
  21113. }
  21114. // the interval is valid
  21115. break validate_interval;
  21116. } // linear scan
  21117. // binary search
  21118. while ( i1 < right ) {
  21119. var mid = ( i1 + right ) >>> 1;
  21120. if ( t < pp[ mid ] ) {
  21121. right = mid;
  21122. } else {
  21123. i1 = mid + 1;
  21124. }
  21125. }
  21126. t1 = pp[ i1 ];
  21127. t0 = pp[ i1 - 1 ];
  21128. // check boundary cases, again
  21129. if ( t0 === undefined ) {
  21130. this._cachedIndex = 0;
  21131. return this.beforeStart_( 0, t, t1 );
  21132. }
  21133. if ( t1 === undefined ) {
  21134. i1 = pp.length;
  21135. this._cachedIndex = i1;
  21136. return this.afterEnd_( i1 - 1, t0, t );
  21137. }
  21138. } // seek
  21139. this._cachedIndex = i1;
  21140. this.intervalChanged_( i1, t0, t1 );
  21141. } // validate_interval
  21142. return this.interpolate_( i1, t0, t, t1 );
  21143. },
  21144. settings: null, // optional, subclass-specific settings structure
  21145. // Note: The indirection allows central control of many interpolants.
  21146. // --- Protected interface
  21147. DefaultSettings_: {},
  21148. getSettings_: function () {
  21149. return this.settings || this.DefaultSettings_;
  21150. },
  21151. copySampleValue_: function ( index ) {
  21152. // copies a sample value to the result buffer
  21153. var result = this.resultBuffer,
  21154. values = this.sampleValues,
  21155. stride = this.valueSize,
  21156. offset = index * stride;
  21157. for ( var i = 0; i !== stride; ++ i ) {
  21158. result[ i ] = values[ offset + i ];
  21159. }
  21160. return result;
  21161. },
  21162. // Template methods for derived classes:
  21163. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  21164. throw new Error( 'call to abstract method' );
  21165. // implementations shall return this.resultBuffer
  21166. },
  21167. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  21168. // empty
  21169. }
  21170. } );
  21171. // DECLARE ALIAS AFTER assign prototype
  21172. Object.assign( Interpolant.prototype, {
  21173. //( 0, t, t0 ), returns this.resultBuffer
  21174. beforeStart_: Interpolant.prototype.copySampleValue_,
  21175. //( N-1, tN-1, t ), returns this.resultBuffer
  21176. afterEnd_: Interpolant.prototype.copySampleValue_,
  21177. } );
  21178. /**
  21179. * Fast and simple cubic spline interpolant.
  21180. *
  21181. * It was derived from a Hermitian construction setting the first derivative
  21182. * at each sample position to the linear slope between neighboring positions
  21183. * over their parameter interval.
  21184. *
  21185. * @author tschw
  21186. */
  21187. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21188. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21189. this._weightPrev = - 0;
  21190. this._offsetPrev = - 0;
  21191. this._weightNext = - 0;
  21192. this._offsetNext = - 0;
  21193. }
  21194. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21195. constructor: CubicInterpolant,
  21196. DefaultSettings_: {
  21197. endingStart: ZeroCurvatureEnding,
  21198. endingEnd: ZeroCurvatureEnding
  21199. },
  21200. intervalChanged_: function ( i1, t0, t1 ) {
  21201. var pp = this.parameterPositions,
  21202. iPrev = i1 - 2,
  21203. iNext = i1 + 1,
  21204. tPrev = pp[ iPrev ],
  21205. tNext = pp[ iNext ];
  21206. if ( tPrev === undefined ) {
  21207. switch ( this.getSettings_().endingStart ) {
  21208. case ZeroSlopeEnding:
  21209. // f'(t0) = 0
  21210. iPrev = i1;
  21211. tPrev = 2 * t0 - t1;
  21212. break;
  21213. case WrapAroundEnding:
  21214. // use the other end of the curve
  21215. iPrev = pp.length - 2;
  21216. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  21217. break;
  21218. default: // ZeroCurvatureEnding
  21219. // f''(t0) = 0 a.k.a. Natural Spline
  21220. iPrev = i1;
  21221. tPrev = t1;
  21222. }
  21223. }
  21224. if ( tNext === undefined ) {
  21225. switch ( this.getSettings_().endingEnd ) {
  21226. case ZeroSlopeEnding:
  21227. // f'(tN) = 0
  21228. iNext = i1;
  21229. tNext = 2 * t1 - t0;
  21230. break;
  21231. case WrapAroundEnding:
  21232. // use the other end of the curve
  21233. iNext = 1;
  21234. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  21235. break;
  21236. default: // ZeroCurvatureEnding
  21237. // f''(tN) = 0, a.k.a. Natural Spline
  21238. iNext = i1 - 1;
  21239. tNext = t0;
  21240. }
  21241. }
  21242. var halfDt = ( t1 - t0 ) * 0.5,
  21243. stride = this.valueSize;
  21244. this._weightPrev = halfDt / ( t0 - tPrev );
  21245. this._weightNext = halfDt / ( tNext - t1 );
  21246. this._offsetPrev = iPrev * stride;
  21247. this._offsetNext = iNext * stride;
  21248. },
  21249. interpolate_: function ( i1, t0, t, t1 ) {
  21250. var result = this.resultBuffer,
  21251. values = this.sampleValues,
  21252. stride = this.valueSize,
  21253. o1 = i1 * stride, o0 = o1 - stride,
  21254. oP = this._offsetPrev, oN = this._offsetNext,
  21255. wP = this._weightPrev, wN = this._weightNext,
  21256. p = ( t - t0 ) / ( t1 - t0 ),
  21257. pp = p * p,
  21258. ppp = pp * p;
  21259. // evaluate polynomials
  21260. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  21261. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  21262. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  21263. var sN = wN * ppp - wN * pp;
  21264. // combine data linearly
  21265. for ( var i = 0; i !== stride; ++ i ) {
  21266. result[ i ] =
  21267. sP * values[ oP + i ] +
  21268. s0 * values[ o0 + i ] +
  21269. s1 * values[ o1 + i ] +
  21270. sN * values[ oN + i ];
  21271. }
  21272. return result;
  21273. }
  21274. } );
  21275. /**
  21276. * @author tschw
  21277. */
  21278. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21279. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21280. }
  21281. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21282. constructor: LinearInterpolant,
  21283. interpolate_: function ( i1, t0, t, t1 ) {
  21284. var result = this.resultBuffer,
  21285. values = this.sampleValues,
  21286. stride = this.valueSize,
  21287. offset1 = i1 * stride,
  21288. offset0 = offset1 - stride,
  21289. weight1 = ( t - t0 ) / ( t1 - t0 ),
  21290. weight0 = 1 - weight1;
  21291. for ( var i = 0; i !== stride; ++ i ) {
  21292. result[ i ] =
  21293. values[ offset0 + i ] * weight0 +
  21294. values[ offset1 + i ] * weight1;
  21295. }
  21296. return result;
  21297. }
  21298. } );
  21299. /**
  21300. *
  21301. * Interpolant that evaluates to the sample value at the position preceeding
  21302. * the parameter.
  21303. *
  21304. * @author tschw
  21305. */
  21306. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21307. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21308. }
  21309. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21310. constructor: DiscreteInterpolant,
  21311. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  21312. return this.copySampleValue_( i1 - 1 );
  21313. }
  21314. } );
  21315. /**
  21316. *
  21317. * A timed sequence of keyframes for a specific property.
  21318. *
  21319. *
  21320. * @author Ben Houston / http://clara.io/
  21321. * @author David Sarno / http://lighthaus.us/
  21322. * @author tschw
  21323. */
  21324. function KeyframeTrack( name, times, values, interpolation ) {
  21325. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21326. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21327. this.name = name;
  21328. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21329. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21330. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21331. }
  21332. // Static methods
  21333. Object.assign( KeyframeTrack, {
  21334. // Serialization (in static context, because of constructor invocation
  21335. // and automatic invocation of .toJSON):
  21336. toJSON: function ( track ) {
  21337. var trackType = track.constructor;
  21338. var json;
  21339. // derived classes can define a static toJSON method
  21340. if ( trackType.toJSON !== undefined ) {
  21341. json = trackType.toJSON( track );
  21342. } else {
  21343. // by default, we assume the data can be serialized as-is
  21344. json = {
  21345. 'name': track.name,
  21346. 'times': AnimationUtils.convertArray( track.times, Array ),
  21347. 'values': AnimationUtils.convertArray( track.values, Array )
  21348. };
  21349. var interpolation = track.getInterpolation();
  21350. if ( interpolation !== track.DefaultInterpolation ) {
  21351. json.interpolation = interpolation;
  21352. }
  21353. }
  21354. json.type = track.ValueTypeName; // mandatory
  21355. return json;
  21356. }
  21357. } );
  21358. Object.assign( KeyframeTrack.prototype, {
  21359. constructor: KeyframeTrack,
  21360. TimeBufferType: Float32Array,
  21361. ValueBufferType: Float32Array,
  21362. DefaultInterpolation: InterpolateLinear,
  21363. InterpolantFactoryMethodDiscrete: function ( result ) {
  21364. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21365. },
  21366. InterpolantFactoryMethodLinear: function ( result ) {
  21367. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21368. },
  21369. InterpolantFactoryMethodSmooth: function ( result ) {
  21370. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21371. },
  21372. setInterpolation: function ( interpolation ) {
  21373. var factoryMethod;
  21374. switch ( interpolation ) {
  21375. case InterpolateDiscrete:
  21376. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21377. break;
  21378. case InterpolateLinear:
  21379. factoryMethod = this.InterpolantFactoryMethodLinear;
  21380. break;
  21381. case InterpolateSmooth:
  21382. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21383. break;
  21384. }
  21385. if ( factoryMethod === undefined ) {
  21386. var message = "unsupported interpolation for " +
  21387. this.ValueTypeName + " keyframe track named " + this.name;
  21388. if ( this.createInterpolant === undefined ) {
  21389. // fall back to default, unless the default itself is messed up
  21390. if ( interpolation !== this.DefaultInterpolation ) {
  21391. this.setInterpolation( this.DefaultInterpolation );
  21392. } else {
  21393. throw new Error( message ); // fatal, in this case
  21394. }
  21395. }
  21396. console.warn( 'THREE.KeyframeTrack:', message );
  21397. return this;
  21398. }
  21399. this.createInterpolant = factoryMethod;
  21400. return this;
  21401. },
  21402. getInterpolation: function () {
  21403. switch ( this.createInterpolant ) {
  21404. case this.InterpolantFactoryMethodDiscrete:
  21405. return InterpolateDiscrete;
  21406. case this.InterpolantFactoryMethodLinear:
  21407. return InterpolateLinear;
  21408. case this.InterpolantFactoryMethodSmooth:
  21409. return InterpolateSmooth;
  21410. }
  21411. },
  21412. getValueSize: function () {
  21413. return this.values.length / this.times.length;
  21414. },
  21415. // move all keyframes either forwards or backwards in time
  21416. shift: function ( timeOffset ) {
  21417. if ( timeOffset !== 0.0 ) {
  21418. var times = this.times;
  21419. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21420. times[ i ] += timeOffset;
  21421. }
  21422. }
  21423. return this;
  21424. },
  21425. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21426. scale: function ( timeScale ) {
  21427. if ( timeScale !== 1.0 ) {
  21428. var times = this.times;
  21429. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21430. times[ i ] *= timeScale;
  21431. }
  21432. }
  21433. return this;
  21434. },
  21435. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21436. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21437. trim: function ( startTime, endTime ) {
  21438. var times = this.times,
  21439. nKeys = times.length;
  21440. var from = 0,
  21441. to = nKeys - 1;
  21442. while ( from !== nKeys && times[ from ] < startTime ) {
  21443. ++ from;
  21444. }
  21445. while ( to !== - 1 && times[ to ] > endTime ) {
  21446. -- to;
  21447. }
  21448. ++ to; // inclusive -> exclusive bound
  21449. if ( from !== 0 || to !== nKeys ) {
  21450. // empty tracks are forbidden, so keep at least one keyframe
  21451. if ( from >= to ) {
  21452. to = Math.max( to, 1 );
  21453. from = to - 1;
  21454. }
  21455. var stride = this.getValueSize();
  21456. this.times = AnimationUtils.arraySlice( times, from, to );
  21457. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21458. }
  21459. return this;
  21460. },
  21461. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21462. validate: function () {
  21463. var valid = true;
  21464. var valueSize = this.getValueSize();
  21465. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21466. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21467. valid = false;
  21468. }
  21469. var times = this.times,
  21470. values = this.values,
  21471. nKeys = times.length;
  21472. if ( nKeys === 0 ) {
  21473. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21474. valid = false;
  21475. }
  21476. var prevTime = null;
  21477. for ( var i = 0; i !== nKeys; i ++ ) {
  21478. var currTime = times[ i ];
  21479. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21480. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21481. valid = false;
  21482. break;
  21483. }
  21484. if ( prevTime !== null && prevTime > currTime ) {
  21485. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21486. valid = false;
  21487. break;
  21488. }
  21489. prevTime = currTime;
  21490. }
  21491. if ( values !== undefined ) {
  21492. if ( AnimationUtils.isTypedArray( values ) ) {
  21493. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21494. var value = values[ i$1 ];
  21495. if ( isNaN( value ) ) {
  21496. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21497. valid = false;
  21498. break;
  21499. }
  21500. }
  21501. }
  21502. }
  21503. return valid;
  21504. },
  21505. // removes equivalent sequential keys as common in morph target sequences
  21506. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21507. optimize: function () {
  21508. // times or values may be shared with other tracks, so overwriting is unsafe
  21509. var times = AnimationUtils.arraySlice( this.times ),
  21510. values = AnimationUtils.arraySlice( this.values ),
  21511. stride = this.getValueSize(),
  21512. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21513. lastIndex = times.length - 1;
  21514. var writeIndex = 1;
  21515. for ( var i = 1; i < lastIndex; ++ i ) {
  21516. var keep = false;
  21517. var time = times[ i ];
  21518. var timeNext = times[ i + 1 ];
  21519. // remove adjacent keyframes scheduled at the same time
  21520. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21521. if ( ! smoothInterpolation ) {
  21522. // remove unnecessary keyframes same as their neighbors
  21523. var offset = i * stride,
  21524. offsetP = offset - stride,
  21525. offsetN = offset + stride;
  21526. for ( var j = 0; j !== stride; ++ j ) {
  21527. var value = values[ offset + j ];
  21528. if ( value !== values[ offsetP + j ] ||
  21529. value !== values[ offsetN + j ] ) {
  21530. keep = true;
  21531. break;
  21532. }
  21533. }
  21534. } else {
  21535. keep = true;
  21536. }
  21537. }
  21538. // in-place compaction
  21539. if ( keep ) {
  21540. if ( i !== writeIndex ) {
  21541. times[ writeIndex ] = times[ i ];
  21542. var readOffset = i * stride,
  21543. writeOffset = writeIndex * stride;
  21544. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21545. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21546. }
  21547. }
  21548. ++ writeIndex;
  21549. }
  21550. }
  21551. // flush last keyframe (compaction looks ahead)
  21552. if ( lastIndex > 0 ) {
  21553. times[ writeIndex ] = times[ lastIndex ];
  21554. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21555. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21556. }
  21557. ++ writeIndex;
  21558. }
  21559. if ( writeIndex !== times.length ) {
  21560. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21561. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21562. } else {
  21563. this.times = times;
  21564. this.values = values;
  21565. }
  21566. return this;
  21567. },
  21568. clone: function () {
  21569. var times = AnimationUtils.arraySlice( this.times, 0 );
  21570. var values = AnimationUtils.arraySlice( this.values, 0 );
  21571. var TypedKeyframeTrack = this.constructor;
  21572. var track = new TypedKeyframeTrack( this.name, times, values );
  21573. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21574. track.createInterpolant = this.createInterpolant;
  21575. return track;
  21576. }
  21577. } );
  21578. /**
  21579. *
  21580. * A Track of Boolean keyframe values.
  21581. *
  21582. *
  21583. * @author Ben Houston / http://clara.io/
  21584. * @author David Sarno / http://lighthaus.us/
  21585. * @author tschw
  21586. */
  21587. function BooleanKeyframeTrack( name, times, values ) {
  21588. KeyframeTrack.call( this, name, times, values );
  21589. }
  21590. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21591. constructor: BooleanKeyframeTrack,
  21592. ValueTypeName: 'bool',
  21593. ValueBufferType: Array,
  21594. DefaultInterpolation: InterpolateDiscrete,
  21595. InterpolantFactoryMethodLinear: undefined,
  21596. InterpolantFactoryMethodSmooth: undefined
  21597. // Note: Actually this track could have a optimized / compressed
  21598. // representation of a single value and a custom interpolant that
  21599. // computes "firstValue ^ isOdd( index )".
  21600. } );
  21601. /**
  21602. *
  21603. * A Track of keyframe values that represent color.
  21604. *
  21605. *
  21606. * @author Ben Houston / http://clara.io/
  21607. * @author David Sarno / http://lighthaus.us/
  21608. * @author tschw
  21609. */
  21610. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21611. KeyframeTrack.call( this, name, times, values, interpolation );
  21612. }
  21613. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21614. constructor: ColorKeyframeTrack,
  21615. ValueTypeName: 'color'
  21616. // ValueBufferType is inherited
  21617. // DefaultInterpolation is inherited
  21618. // Note: Very basic implementation and nothing special yet.
  21619. // However, this is the place for color space parameterization.
  21620. } );
  21621. /**
  21622. *
  21623. * A Track of numeric keyframe values.
  21624. *
  21625. * @author Ben Houston / http://clara.io/
  21626. * @author David Sarno / http://lighthaus.us/
  21627. * @author tschw
  21628. */
  21629. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21630. KeyframeTrack.call( this, name, times, values, interpolation );
  21631. }
  21632. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21633. constructor: NumberKeyframeTrack,
  21634. ValueTypeName: 'number'
  21635. // ValueBufferType is inherited
  21636. // DefaultInterpolation is inherited
  21637. } );
  21638. /**
  21639. * Spherical linear unit quaternion interpolant.
  21640. *
  21641. * @author tschw
  21642. */
  21643. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21644. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21645. }
  21646. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21647. constructor: QuaternionLinearInterpolant,
  21648. interpolate_: function ( i1, t0, t, t1 ) {
  21649. var result = this.resultBuffer,
  21650. values = this.sampleValues,
  21651. stride = this.valueSize,
  21652. alpha = ( t - t0 ) / ( t1 - t0 );
  21653. var offset = i1 * stride;
  21654. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21655. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21656. }
  21657. return result;
  21658. }
  21659. } );
  21660. /**
  21661. *
  21662. * A Track of quaternion keyframe values.
  21663. *
  21664. * @author Ben Houston / http://clara.io/
  21665. * @author David Sarno / http://lighthaus.us/
  21666. * @author tschw
  21667. */
  21668. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21669. KeyframeTrack.call( this, name, times, values, interpolation );
  21670. }
  21671. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21672. constructor: QuaternionKeyframeTrack,
  21673. ValueTypeName: 'quaternion',
  21674. // ValueBufferType is inherited
  21675. DefaultInterpolation: InterpolateLinear,
  21676. InterpolantFactoryMethodLinear: function ( result ) {
  21677. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21678. },
  21679. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21680. } );
  21681. /**
  21682. *
  21683. * A Track that interpolates Strings
  21684. *
  21685. *
  21686. * @author Ben Houston / http://clara.io/
  21687. * @author David Sarno / http://lighthaus.us/
  21688. * @author tschw
  21689. */
  21690. function StringKeyframeTrack( name, times, values, interpolation ) {
  21691. KeyframeTrack.call( this, name, times, values, interpolation );
  21692. }
  21693. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21694. constructor: StringKeyframeTrack,
  21695. ValueTypeName: 'string',
  21696. ValueBufferType: Array,
  21697. DefaultInterpolation: InterpolateDiscrete,
  21698. InterpolantFactoryMethodLinear: undefined,
  21699. InterpolantFactoryMethodSmooth: undefined
  21700. } );
  21701. /**
  21702. *
  21703. * A Track of vectored keyframe values.
  21704. *
  21705. *
  21706. * @author Ben Houston / http://clara.io/
  21707. * @author David Sarno / http://lighthaus.us/
  21708. * @author tschw
  21709. */
  21710. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21711. KeyframeTrack.call( this, name, times, values, interpolation );
  21712. }
  21713. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21714. constructor: VectorKeyframeTrack,
  21715. ValueTypeName: 'vector'
  21716. // ValueBufferType is inherited
  21717. // DefaultInterpolation is inherited
  21718. } );
  21719. /**
  21720. *
  21721. * Reusable set of Tracks that represent an animation.
  21722. *
  21723. * @author Ben Houston / http://clara.io/
  21724. * @author David Sarno / http://lighthaus.us/
  21725. */
  21726. function AnimationClip( name, duration, tracks, blendMode ) {
  21727. this.name = name;
  21728. this.tracks = tracks;
  21729. this.duration = ( duration !== undefined ) ? duration : - 1;
  21730. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21731. this.uuid = MathUtils.generateUUID();
  21732. // this means it should figure out its duration by scanning the tracks
  21733. if ( this.duration < 0 ) {
  21734. this.resetDuration();
  21735. }
  21736. }
  21737. function getTrackTypeForValueTypeName( typeName ) {
  21738. switch ( typeName.toLowerCase() ) {
  21739. case 'scalar':
  21740. case 'double':
  21741. case 'float':
  21742. case 'number':
  21743. case 'integer':
  21744. return NumberKeyframeTrack;
  21745. case 'vector':
  21746. case 'vector2':
  21747. case 'vector3':
  21748. case 'vector4':
  21749. return VectorKeyframeTrack;
  21750. case 'color':
  21751. return ColorKeyframeTrack;
  21752. case 'quaternion':
  21753. return QuaternionKeyframeTrack;
  21754. case 'bool':
  21755. case 'boolean':
  21756. return BooleanKeyframeTrack;
  21757. case 'string':
  21758. return StringKeyframeTrack;
  21759. }
  21760. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21761. }
  21762. function parseKeyframeTrack( json ) {
  21763. if ( json.type === undefined ) {
  21764. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21765. }
  21766. var trackType = getTrackTypeForValueTypeName( json.type );
  21767. if ( json.times === undefined ) {
  21768. var times = [], values = [];
  21769. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21770. json.times = times;
  21771. json.values = values;
  21772. }
  21773. // derived classes can define a static parse method
  21774. if ( trackType.parse !== undefined ) {
  21775. return trackType.parse( json );
  21776. } else {
  21777. // by default, we assume a constructor compatible with the base
  21778. return new trackType( json.name, json.times, json.values, json.interpolation );
  21779. }
  21780. }
  21781. Object.assign( AnimationClip, {
  21782. parse: function ( json ) {
  21783. var tracks = [],
  21784. jsonTracks = json.tracks,
  21785. frameTime = 1.0 / ( json.fps || 1.0 );
  21786. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21787. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21788. }
  21789. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21790. },
  21791. toJSON: function ( clip ) {
  21792. var tracks = [],
  21793. clipTracks = clip.tracks;
  21794. var json = {
  21795. 'name': clip.name,
  21796. 'duration': clip.duration,
  21797. 'tracks': tracks,
  21798. 'uuid': clip.uuid,
  21799. 'blendMode': clip.blendMode
  21800. };
  21801. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21802. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21803. }
  21804. return json;
  21805. },
  21806. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21807. var numMorphTargets = morphTargetSequence.length;
  21808. var tracks = [];
  21809. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21810. var times = [];
  21811. var values = [];
  21812. times.push(
  21813. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21814. i,
  21815. ( i + 1 ) % numMorphTargets );
  21816. values.push( 0, 1, 0 );
  21817. var order = AnimationUtils.getKeyframeOrder( times );
  21818. times = AnimationUtils.sortedArray( times, 1, order );
  21819. values = AnimationUtils.sortedArray( values, 1, order );
  21820. // if there is a key at the first frame, duplicate it as the
  21821. // last frame as well for perfect loop.
  21822. if ( ! noLoop && times[ 0 ] === 0 ) {
  21823. times.push( numMorphTargets );
  21824. values.push( values[ 0 ] );
  21825. }
  21826. tracks.push(
  21827. new NumberKeyframeTrack(
  21828. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21829. times, values
  21830. ).scale( 1.0 / fps ) );
  21831. }
  21832. return new AnimationClip( name, - 1, tracks );
  21833. },
  21834. findByName: function ( objectOrClipArray, name ) {
  21835. var clipArray = objectOrClipArray;
  21836. if ( ! Array.isArray( objectOrClipArray ) ) {
  21837. var o = objectOrClipArray;
  21838. clipArray = o.geometry && o.geometry.animations || o.animations;
  21839. }
  21840. for ( var i = 0; i < clipArray.length; i ++ ) {
  21841. if ( clipArray[ i ].name === name ) {
  21842. return clipArray[ i ];
  21843. }
  21844. }
  21845. return null;
  21846. },
  21847. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21848. var animationToMorphTargets = {};
  21849. // tested with https://regex101.com/ on trick sequences
  21850. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21851. var pattern = /^([\w-]*?)([\d]+)$/;
  21852. // sort morph target names into animation groups based
  21853. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21854. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21855. var morphTarget = morphTargets[ i ];
  21856. var parts = morphTarget.name.match( pattern );
  21857. if ( parts && parts.length > 1 ) {
  21858. var name = parts[ 1 ];
  21859. var animationMorphTargets = animationToMorphTargets[ name ];
  21860. if ( ! animationMorphTargets ) {
  21861. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21862. }
  21863. animationMorphTargets.push( morphTarget );
  21864. }
  21865. }
  21866. var clips = [];
  21867. for ( var name$1 in animationToMorphTargets ) {
  21868. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21869. }
  21870. return clips;
  21871. },
  21872. // parse the animation.hierarchy format
  21873. parseAnimation: function ( animation, bones ) {
  21874. if ( ! animation ) {
  21875. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21876. return null;
  21877. }
  21878. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21879. // only return track if there are actually keys.
  21880. if ( animationKeys.length !== 0 ) {
  21881. var times = [];
  21882. var values = [];
  21883. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21884. // empty keys are filtered out, so check again
  21885. if ( times.length !== 0 ) {
  21886. destTracks.push( new trackType( trackName, times, values ) );
  21887. }
  21888. }
  21889. };
  21890. var tracks = [];
  21891. var clipName = animation.name || 'default';
  21892. var fps = animation.fps || 30;
  21893. var blendMode = animation.blendMode;
  21894. // automatic length determination in AnimationClip.
  21895. var duration = animation.length || - 1;
  21896. var hierarchyTracks = animation.hierarchy || [];
  21897. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21898. var animationKeys = hierarchyTracks[ h ].keys;
  21899. // skip empty tracks
  21900. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21901. // process morph targets
  21902. if ( animationKeys[ 0 ].morphTargets ) {
  21903. // figure out all morph targets used in this track
  21904. var morphTargetNames = {};
  21905. var k = (void 0);
  21906. for ( k = 0; k < animationKeys.length; k ++ ) {
  21907. if ( animationKeys[ k ].morphTargets ) {
  21908. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21909. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21910. }
  21911. }
  21912. }
  21913. // create a track for each morph target with all zero
  21914. // morphTargetInfluences except for the keys in which
  21915. // the morphTarget is named.
  21916. for ( var morphTargetName in morphTargetNames ) {
  21917. var times = [];
  21918. var values = [];
  21919. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21920. var animationKey = animationKeys[ k ];
  21921. times.push( animationKey.time );
  21922. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21923. }
  21924. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21925. }
  21926. duration = morphTargetNames.length * ( fps || 1.0 );
  21927. } else {
  21928. // ...assume skeletal animation
  21929. var boneName = '.bones[' + bones[ h ].name + ']';
  21930. addNonemptyTrack(
  21931. VectorKeyframeTrack, boneName + '.position',
  21932. animationKeys, 'pos', tracks );
  21933. addNonemptyTrack(
  21934. QuaternionKeyframeTrack, boneName + '.quaternion',
  21935. animationKeys, 'rot', tracks );
  21936. addNonemptyTrack(
  21937. VectorKeyframeTrack, boneName + '.scale',
  21938. animationKeys, 'scl', tracks );
  21939. }
  21940. }
  21941. if ( tracks.length === 0 ) {
  21942. return null;
  21943. }
  21944. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21945. return clip;
  21946. }
  21947. } );
  21948. Object.assign( AnimationClip.prototype, {
  21949. resetDuration: function () {
  21950. var tracks = this.tracks;
  21951. var duration = 0;
  21952. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21953. var track = this.tracks[ i ];
  21954. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21955. }
  21956. this.duration = duration;
  21957. return this;
  21958. },
  21959. trim: function () {
  21960. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21961. this.tracks[ i ].trim( 0, this.duration );
  21962. }
  21963. return this;
  21964. },
  21965. validate: function () {
  21966. var valid = true;
  21967. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21968. valid = valid && this.tracks[ i ].validate();
  21969. }
  21970. return valid;
  21971. },
  21972. optimize: function () {
  21973. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21974. this.tracks[ i ].optimize();
  21975. }
  21976. return this;
  21977. },
  21978. clone: function () {
  21979. var tracks = [];
  21980. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21981. tracks.push( this.tracks[ i ].clone() );
  21982. }
  21983. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21984. }
  21985. } );
  21986. /**
  21987. * @author mrdoob / http://mrdoob.com/
  21988. */
  21989. var Cache = {
  21990. enabled: false,
  21991. files: {},
  21992. add: function ( key, file ) {
  21993. if ( this.enabled === false ) { return; }
  21994. // console.log( 'THREE.Cache', 'Adding key:', key );
  21995. this.files[ key ] = file;
  21996. },
  21997. get: function ( key ) {
  21998. if ( this.enabled === false ) { return; }
  21999. // console.log( 'THREE.Cache', 'Checking key:', key );
  22000. return this.files[ key ];
  22001. },
  22002. remove: function ( key ) {
  22003. delete this.files[ key ];
  22004. },
  22005. clear: function () {
  22006. this.files = {};
  22007. }
  22008. };
  22009. /**
  22010. * @author mrdoob / http://mrdoob.com/
  22011. */
  22012. function LoadingManager( onLoad, onProgress, onError ) {
  22013. var scope = this;
  22014. var isLoading = false;
  22015. var itemsLoaded = 0;
  22016. var itemsTotal = 0;
  22017. var urlModifier = undefined;
  22018. var handlers = [];
  22019. // Refer to #5689 for the reason why we don't set .onStart
  22020. // in the constructor
  22021. this.onStart = undefined;
  22022. this.onLoad = onLoad;
  22023. this.onProgress = onProgress;
  22024. this.onError = onError;
  22025. this.itemStart = function ( url ) {
  22026. itemsTotal ++;
  22027. if ( isLoading === false ) {
  22028. if ( scope.onStart !== undefined ) {
  22029. scope.onStart( url, itemsLoaded, itemsTotal );
  22030. }
  22031. }
  22032. isLoading = true;
  22033. };
  22034. this.itemEnd = function ( url ) {
  22035. itemsLoaded ++;
  22036. if ( scope.onProgress !== undefined ) {
  22037. scope.onProgress( url, itemsLoaded, itemsTotal );
  22038. }
  22039. if ( itemsLoaded === itemsTotal ) {
  22040. isLoading = false;
  22041. if ( scope.onLoad !== undefined ) {
  22042. scope.onLoad();
  22043. }
  22044. }
  22045. };
  22046. this.itemError = function ( url ) {
  22047. if ( scope.onError !== undefined ) {
  22048. scope.onError( url );
  22049. }
  22050. };
  22051. this.resolveURL = function ( url ) {
  22052. if ( urlModifier ) {
  22053. return urlModifier( url );
  22054. }
  22055. return url;
  22056. };
  22057. this.setURLModifier = function ( transform ) {
  22058. urlModifier = transform;
  22059. return this;
  22060. };
  22061. this.addHandler = function ( regex, loader ) {
  22062. handlers.push( regex, loader );
  22063. return this;
  22064. };
  22065. this.removeHandler = function ( regex ) {
  22066. var index = handlers.indexOf( regex );
  22067. if ( index !== - 1 ) {
  22068. handlers.splice( index, 2 );
  22069. }
  22070. return this;
  22071. };
  22072. this.getHandler = function ( file ) {
  22073. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  22074. var regex = handlers[ i ];
  22075. var loader = handlers[ i + 1 ];
  22076. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  22077. if ( regex.test( file ) ) {
  22078. return loader;
  22079. }
  22080. }
  22081. return null;
  22082. };
  22083. }
  22084. var DefaultLoadingManager = new LoadingManager();
  22085. /**
  22086. * @author alteredq / http://alteredqualia.com/
  22087. */
  22088. function Loader( manager ) {
  22089. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22090. this.crossOrigin = 'anonymous';
  22091. this.path = '';
  22092. this.resourcePath = '';
  22093. this.requestHeader = {};
  22094. }
  22095. Object.assign( Loader.prototype, {
  22096. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  22097. loadAsync: function ( url, onProgress ) {
  22098. var scope = this;
  22099. return new Promise( function ( resolve, reject ) {
  22100. scope.load( url, resolve, onProgress, reject );
  22101. } );
  22102. },
  22103. parse: function ( /* data */ ) {},
  22104. setCrossOrigin: function ( crossOrigin ) {
  22105. this.crossOrigin = crossOrigin;
  22106. return this;
  22107. },
  22108. setPath: function ( path ) {
  22109. this.path = path;
  22110. return this;
  22111. },
  22112. setResourcePath: function ( resourcePath ) {
  22113. this.resourcePath = resourcePath;
  22114. return this;
  22115. },
  22116. setRequestHeader: function ( requestHeader ) {
  22117. this.requestHeader = requestHeader;
  22118. return this;
  22119. }
  22120. } );
  22121. /**
  22122. * @author mrdoob / http://mrdoob.com/
  22123. */
  22124. var loading = {};
  22125. function FileLoader( manager ) {
  22126. Loader.call( this, manager );
  22127. }
  22128. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22129. constructor: FileLoader,
  22130. load: function ( url, onLoad, onProgress, onError ) {
  22131. if ( url === undefined ) { url = ''; }
  22132. if ( this.path !== undefined ) { url = this.path + url; }
  22133. url = this.manager.resolveURL( url );
  22134. var scope = this;
  22135. var cached = Cache.get( url );
  22136. if ( cached !== undefined ) {
  22137. scope.manager.itemStart( url );
  22138. setTimeout( function () {
  22139. if ( onLoad ) { onLoad( cached ); }
  22140. scope.manager.itemEnd( url );
  22141. }, 0 );
  22142. return cached;
  22143. }
  22144. // Check if request is duplicate
  22145. if ( loading[ url ] !== undefined ) {
  22146. loading[ url ].push( {
  22147. onLoad: onLoad,
  22148. onProgress: onProgress,
  22149. onError: onError
  22150. } );
  22151. return;
  22152. }
  22153. // Check for data: URI
  22154. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  22155. var dataUriRegexResult = url.match( dataUriRegex );
  22156. var request;
  22157. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  22158. if ( dataUriRegexResult ) {
  22159. var mimeType = dataUriRegexResult[ 1 ];
  22160. var isBase64 = !! dataUriRegexResult[ 2 ];
  22161. var data = dataUriRegexResult[ 3 ];
  22162. data = decodeURIComponent( data );
  22163. if ( isBase64 ) { data = atob( data ); }
  22164. try {
  22165. var response;
  22166. var responseType = ( this.responseType || '' ).toLowerCase();
  22167. switch ( responseType ) {
  22168. case 'arraybuffer':
  22169. case 'blob':
  22170. var view = new Uint8Array( data.length );
  22171. for ( var i = 0; i < data.length; i ++ ) {
  22172. view[ i ] = data.charCodeAt( i );
  22173. }
  22174. if ( responseType === 'blob' ) {
  22175. response = new Blob( [ view.buffer ], { type: mimeType } );
  22176. } else {
  22177. response = view.buffer;
  22178. }
  22179. break;
  22180. case 'document':
  22181. var parser = new DOMParser();
  22182. response = parser.parseFromString( data, mimeType );
  22183. break;
  22184. case 'json':
  22185. response = JSON.parse( data );
  22186. break;
  22187. default: // 'text' or other
  22188. response = data;
  22189. break;
  22190. }
  22191. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22192. setTimeout( function () {
  22193. if ( onLoad ) { onLoad( response ); }
  22194. scope.manager.itemEnd( url );
  22195. }, 0 );
  22196. } catch ( error ) {
  22197. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22198. setTimeout( function () {
  22199. if ( onError ) { onError( error ); }
  22200. scope.manager.itemError( url );
  22201. scope.manager.itemEnd( url );
  22202. }, 0 );
  22203. }
  22204. } else {
  22205. // Initialise array for duplicate requests
  22206. loading[ url ] = [];
  22207. loading[ url ].push( {
  22208. onLoad: onLoad,
  22209. onProgress: onProgress,
  22210. onError: onError
  22211. } );
  22212. request = new XMLHttpRequest();
  22213. request.open( 'GET', url, true );
  22214. request.addEventListener( 'load', function ( event ) {
  22215. var response = this.response;
  22216. var callbacks = loading[ url ];
  22217. delete loading[ url ];
  22218. if ( this.status === 200 || this.status === 0 ) {
  22219. // Some browsers return HTTP Status 0 when using non-http protocol
  22220. // e.g. 'file://' or 'data://'. Handle as success.
  22221. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  22222. // Add to cache only on HTTP success, so that we do not cache
  22223. // error response bodies as proper responses to requests.
  22224. Cache.add( url, response );
  22225. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22226. var callback = callbacks[ i ];
  22227. if ( callback.onLoad ) { callback.onLoad( response ); }
  22228. }
  22229. scope.manager.itemEnd( url );
  22230. } else {
  22231. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  22232. var callback$1 = callbacks[ i$1 ];
  22233. if ( callback$1.onError ) { callback$1.onError( event ); }
  22234. }
  22235. scope.manager.itemError( url );
  22236. scope.manager.itemEnd( url );
  22237. }
  22238. }, false );
  22239. request.addEventListener( 'progress', function ( event ) {
  22240. var callbacks = loading[ url ];
  22241. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22242. var callback = callbacks[ i ];
  22243. if ( callback.onProgress ) { callback.onProgress( event ); }
  22244. }
  22245. }, false );
  22246. request.addEventListener( 'error', function ( event ) {
  22247. var callbacks = loading[ url ];
  22248. delete loading[ url ];
  22249. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22250. var callback = callbacks[ i ];
  22251. if ( callback.onError ) { callback.onError( event ); }
  22252. }
  22253. scope.manager.itemError( url );
  22254. scope.manager.itemEnd( url );
  22255. }, false );
  22256. request.addEventListener( 'abort', function ( event ) {
  22257. var callbacks = loading[ url ];
  22258. delete loading[ url ];
  22259. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22260. var callback = callbacks[ i ];
  22261. if ( callback.onError ) { callback.onError( event ); }
  22262. }
  22263. scope.manager.itemError( url );
  22264. scope.manager.itemEnd( url );
  22265. }, false );
  22266. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  22267. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  22268. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  22269. for ( var header in this.requestHeader ) {
  22270. request.setRequestHeader( header, this.requestHeader[ header ] );
  22271. }
  22272. request.send( null );
  22273. }
  22274. scope.manager.itemStart( url );
  22275. return request;
  22276. },
  22277. setResponseType: function ( value ) {
  22278. this.responseType = value;
  22279. return this;
  22280. },
  22281. setWithCredentials: function ( value ) {
  22282. this.withCredentials = value;
  22283. return this;
  22284. },
  22285. setMimeType: function ( value ) {
  22286. this.mimeType = value;
  22287. return this;
  22288. }
  22289. } );
  22290. /**
  22291. * @author bhouston / http://clara.io/
  22292. */
  22293. function AnimationLoader( manager ) {
  22294. Loader.call( this, manager );
  22295. }
  22296. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22297. constructor: AnimationLoader,
  22298. load: function ( url, onLoad, onProgress, onError ) {
  22299. var scope = this;
  22300. var loader = new FileLoader( scope.manager );
  22301. loader.setPath( scope.path );
  22302. loader.setRequestHeader( scope.requestHeader );
  22303. loader.load( url, function ( text ) {
  22304. try {
  22305. onLoad( scope.parse( JSON.parse( text ) ) );
  22306. } catch ( e ) {
  22307. if ( onError ) {
  22308. onError( e );
  22309. } else {
  22310. console.error( e );
  22311. }
  22312. scope.manager.itemError( url );
  22313. }
  22314. }, onProgress, onError );
  22315. },
  22316. parse: function ( json ) {
  22317. var animations = [];
  22318. for ( var i = 0; i < json.length; i ++ ) {
  22319. var clip = AnimationClip.parse( json[ i ] );
  22320. animations.push( clip );
  22321. }
  22322. return animations;
  22323. }
  22324. } );
  22325. /**
  22326. * @author mrdoob / http://mrdoob.com/
  22327. *
  22328. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22329. *
  22330. * Sub classes have to implement the parse() method which will be used in load().
  22331. */
  22332. function CompressedTextureLoader( manager ) {
  22333. Loader.call( this, manager );
  22334. }
  22335. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22336. constructor: CompressedTextureLoader,
  22337. load: function ( url, onLoad, onProgress, onError ) {
  22338. var scope = this;
  22339. var images = [];
  22340. var texture = new CompressedTexture();
  22341. texture.image = images;
  22342. var loader = new FileLoader( this.manager );
  22343. loader.setPath( this.path );
  22344. loader.setResponseType( 'arraybuffer' );
  22345. loader.setRequestHeader( this.requestHeader );
  22346. var loaded = 0;
  22347. function loadTexture( i ) {
  22348. loader.load( url[ i ], function ( buffer ) {
  22349. var texDatas = scope.parse( buffer, true );
  22350. images[ i ] = {
  22351. width: texDatas.width,
  22352. height: texDatas.height,
  22353. format: texDatas.format,
  22354. mipmaps: texDatas.mipmaps
  22355. };
  22356. loaded += 1;
  22357. if ( loaded === 6 ) {
  22358. if ( texDatas.mipmapCount === 1 )
  22359. { texture.minFilter = LinearFilter; }
  22360. texture.format = texDatas.format;
  22361. texture.needsUpdate = true;
  22362. if ( onLoad ) { onLoad( texture ); }
  22363. }
  22364. }, onProgress, onError );
  22365. }
  22366. if ( Array.isArray( url ) ) {
  22367. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22368. loadTexture( i );
  22369. }
  22370. } else {
  22371. // compressed cubemap texture stored in a single DDS file
  22372. loader.load( url, function ( buffer ) {
  22373. var texDatas = scope.parse( buffer, true );
  22374. if ( texDatas.isCubemap ) {
  22375. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22376. for ( var f = 0; f < faces; f ++ ) {
  22377. images[ f ] = { mipmaps: [] };
  22378. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22379. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22380. images[ f ].format = texDatas.format;
  22381. images[ f ].width = texDatas.width;
  22382. images[ f ].height = texDatas.height;
  22383. }
  22384. }
  22385. } else {
  22386. texture.image.width = texDatas.width;
  22387. texture.image.height = texDatas.height;
  22388. texture.mipmaps = texDatas.mipmaps;
  22389. }
  22390. if ( texDatas.mipmapCount === 1 ) {
  22391. texture.minFilter = LinearFilter;
  22392. }
  22393. texture.format = texDatas.format;
  22394. texture.needsUpdate = true;
  22395. if ( onLoad ) { onLoad( texture ); }
  22396. }, onProgress, onError );
  22397. }
  22398. return texture;
  22399. }
  22400. } );
  22401. /**
  22402. * @author Nikos M. / https://github.com/foo123/
  22403. *
  22404. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22405. *
  22406. * Sub classes have to implement the parse() method which will be used in load().
  22407. */
  22408. function DataTextureLoader( manager ) {
  22409. Loader.call( this, manager );
  22410. }
  22411. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22412. constructor: DataTextureLoader,
  22413. load: function ( url, onLoad, onProgress, onError ) {
  22414. var scope = this;
  22415. var texture = new DataTexture();
  22416. var loader = new FileLoader( this.manager );
  22417. loader.setResponseType( 'arraybuffer' );
  22418. loader.setRequestHeader( this.requestHeader );
  22419. loader.setPath( this.path );
  22420. loader.load( url, function ( buffer ) {
  22421. var texData = scope.parse( buffer );
  22422. if ( ! texData ) { return; }
  22423. if ( texData.image !== undefined ) {
  22424. texture.image = texData.image;
  22425. } else if ( texData.data !== undefined ) {
  22426. texture.image.width = texData.width;
  22427. texture.image.height = texData.height;
  22428. texture.image.data = texData.data;
  22429. }
  22430. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22431. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22432. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22433. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22434. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22435. if ( texData.format !== undefined ) {
  22436. texture.format = texData.format;
  22437. }
  22438. if ( texData.type !== undefined ) {
  22439. texture.type = texData.type;
  22440. }
  22441. if ( texData.mipmaps !== undefined ) {
  22442. texture.mipmaps = texData.mipmaps;
  22443. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22444. }
  22445. if ( texData.mipmapCount === 1 ) {
  22446. texture.minFilter = LinearFilter;
  22447. }
  22448. texture.needsUpdate = true;
  22449. if ( onLoad ) { onLoad( texture, texData ); }
  22450. }, onProgress, onError );
  22451. return texture;
  22452. }
  22453. } );
  22454. /**
  22455. * @author mrdoob / http://mrdoob.com/
  22456. */
  22457. function ImageLoader( manager ) {
  22458. Loader.call( this, manager );
  22459. }
  22460. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22461. constructor: ImageLoader,
  22462. load: function ( url, onLoad, onProgress, onError ) {
  22463. if ( this.path !== undefined ) { url = this.path + url; }
  22464. url = this.manager.resolveURL( url );
  22465. var scope = this;
  22466. var cached = Cache.get( url );
  22467. if ( cached !== undefined ) {
  22468. scope.manager.itemStart( url );
  22469. setTimeout( function () {
  22470. if ( onLoad ) { onLoad( cached ); }
  22471. scope.manager.itemEnd( url );
  22472. }, 0 );
  22473. return cached;
  22474. }
  22475. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22476. function onImageLoad() {
  22477. image.removeEventListener( 'load', onImageLoad, false );
  22478. image.removeEventListener( 'error', onImageError, false );
  22479. Cache.add( url, this );
  22480. if ( onLoad ) { onLoad( this ); }
  22481. scope.manager.itemEnd( url );
  22482. }
  22483. function onImageError( event ) {
  22484. image.removeEventListener( 'load', onImageLoad, false );
  22485. image.removeEventListener( 'error', onImageError, false );
  22486. if ( onError ) { onError( event ); }
  22487. scope.manager.itemError( url );
  22488. scope.manager.itemEnd( url );
  22489. }
  22490. image.addEventListener( 'load', onImageLoad, false );
  22491. image.addEventListener( 'error', onImageError, false );
  22492. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22493. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22494. }
  22495. scope.manager.itemStart( url );
  22496. image.src = url;
  22497. return image;
  22498. }
  22499. } );
  22500. /**
  22501. * @author mrdoob / http://mrdoob.com/
  22502. */
  22503. function CubeTextureLoader( manager ) {
  22504. Loader.call( this, manager );
  22505. }
  22506. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22507. constructor: CubeTextureLoader,
  22508. load: function ( urls, onLoad, onProgress, onError ) {
  22509. var texture = new CubeTexture();
  22510. var loader = new ImageLoader( this.manager );
  22511. loader.setCrossOrigin( this.crossOrigin );
  22512. loader.setPath( this.path );
  22513. var loaded = 0;
  22514. function loadTexture( i ) {
  22515. loader.load( urls[ i ], function ( image ) {
  22516. texture.images[ i ] = image;
  22517. loaded ++;
  22518. if ( loaded === 6 ) {
  22519. texture.needsUpdate = true;
  22520. if ( onLoad ) { onLoad( texture ); }
  22521. }
  22522. }, undefined, onError );
  22523. }
  22524. for ( var i = 0; i < urls.length; ++ i ) {
  22525. loadTexture( i );
  22526. }
  22527. return texture;
  22528. }
  22529. } );
  22530. /**
  22531. * @author mrdoob / http://mrdoob.com/
  22532. */
  22533. function TextureLoader( manager ) {
  22534. Loader.call( this, manager );
  22535. }
  22536. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22537. constructor: TextureLoader,
  22538. load: function ( url, onLoad, onProgress, onError ) {
  22539. var texture = new Texture();
  22540. var loader = new ImageLoader( this.manager );
  22541. loader.setCrossOrigin( this.crossOrigin );
  22542. loader.setPath( this.path );
  22543. loader.load( url, function ( image ) {
  22544. texture.image = image;
  22545. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22546. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22547. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22548. texture.needsUpdate = true;
  22549. if ( onLoad !== undefined ) {
  22550. onLoad( texture );
  22551. }
  22552. }, onProgress, onError );
  22553. return texture;
  22554. }
  22555. } );
  22556. /**
  22557. * @author zz85 / http://www.lab4games.net/zz85/blog
  22558. * Extensible curve object
  22559. *
  22560. * Some common of curve methods:
  22561. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22562. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22563. * .getPoints(), .getSpacedPoints()
  22564. * .getLength()
  22565. * .updateArcLengths()
  22566. *
  22567. * This following curves inherit from THREE.Curve:
  22568. *
  22569. * -- 2D curves --
  22570. * THREE.ArcCurve
  22571. * THREE.CubicBezierCurve
  22572. * THREE.EllipseCurve
  22573. * THREE.LineCurve
  22574. * THREE.QuadraticBezierCurve
  22575. * THREE.SplineCurve
  22576. *
  22577. * -- 3D curves --
  22578. * THREE.CatmullRomCurve3
  22579. * THREE.CubicBezierCurve3
  22580. * THREE.LineCurve3
  22581. * THREE.QuadraticBezierCurve3
  22582. *
  22583. * A series of curves can be represented as a THREE.CurvePath.
  22584. *
  22585. **/
  22586. /**************************************************************
  22587. * Abstract Curve base class
  22588. **************************************************************/
  22589. function Curve() {
  22590. this.type = 'Curve';
  22591. this.arcLengthDivisions = 200;
  22592. }
  22593. Object.assign( Curve.prototype, {
  22594. // Virtual base class method to overwrite and implement in subclasses
  22595. // - t [0 .. 1]
  22596. getPoint: function ( /* t, optionalTarget */ ) {
  22597. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22598. return null;
  22599. },
  22600. // Get point at relative position in curve according to arc length
  22601. // - u [0 .. 1]
  22602. getPointAt: function ( u, optionalTarget ) {
  22603. var t = this.getUtoTmapping( u );
  22604. return this.getPoint( t, optionalTarget );
  22605. },
  22606. // Get sequence of points using getPoint( t )
  22607. getPoints: function ( divisions ) {
  22608. if ( divisions === undefined ) { divisions = 5; }
  22609. var points = [];
  22610. for ( var d = 0; d <= divisions; d ++ ) {
  22611. points.push( this.getPoint( d / divisions ) );
  22612. }
  22613. return points;
  22614. },
  22615. // Get sequence of points using getPointAt( u )
  22616. getSpacedPoints: function ( divisions ) {
  22617. if ( divisions === undefined ) { divisions = 5; }
  22618. var points = [];
  22619. for ( var d = 0; d <= divisions; d ++ ) {
  22620. points.push( this.getPointAt( d / divisions ) );
  22621. }
  22622. return points;
  22623. },
  22624. // Get total curve arc length
  22625. getLength: function () {
  22626. var lengths = this.getLengths();
  22627. return lengths[ lengths.length - 1 ];
  22628. },
  22629. // Get list of cumulative segment lengths
  22630. getLengths: function ( divisions ) {
  22631. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22632. if ( this.cacheArcLengths &&
  22633. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22634. ! this.needsUpdate ) {
  22635. return this.cacheArcLengths;
  22636. }
  22637. this.needsUpdate = false;
  22638. var cache = [];
  22639. var current, last = this.getPoint( 0 );
  22640. var sum = 0;
  22641. cache.push( 0 );
  22642. for ( var p = 1; p <= divisions; p ++ ) {
  22643. current = this.getPoint( p / divisions );
  22644. sum += current.distanceTo( last );
  22645. cache.push( sum );
  22646. last = current;
  22647. }
  22648. this.cacheArcLengths = cache;
  22649. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22650. },
  22651. updateArcLengths: function () {
  22652. this.needsUpdate = true;
  22653. this.getLengths();
  22654. },
  22655. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22656. getUtoTmapping: function ( u, distance ) {
  22657. var arcLengths = this.getLengths();
  22658. var i = 0, il = arcLengths.length;
  22659. var targetArcLength; // The targeted u distance value to get
  22660. if ( distance ) {
  22661. targetArcLength = distance;
  22662. } else {
  22663. targetArcLength = u * arcLengths[ il - 1 ];
  22664. }
  22665. // binary search for the index with largest value smaller than target u distance
  22666. var low = 0, high = il - 1, comparison;
  22667. while ( low <= high ) {
  22668. 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
  22669. comparison = arcLengths[ i ] - targetArcLength;
  22670. if ( comparison < 0 ) {
  22671. low = i + 1;
  22672. } else if ( comparison > 0 ) {
  22673. high = i - 1;
  22674. } else {
  22675. high = i;
  22676. break;
  22677. // DONE
  22678. }
  22679. }
  22680. i = high;
  22681. if ( arcLengths[ i ] === targetArcLength ) {
  22682. return i / ( il - 1 );
  22683. }
  22684. // we could get finer grain at lengths, or use simple interpolation between two points
  22685. var lengthBefore = arcLengths[ i ];
  22686. var lengthAfter = arcLengths[ i + 1 ];
  22687. var segmentLength = lengthAfter - lengthBefore;
  22688. // determine where we are between the 'before' and 'after' points
  22689. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22690. // add that fractional amount to t
  22691. var t = ( i + segmentFraction ) / ( il - 1 );
  22692. return t;
  22693. },
  22694. // Returns a unit vector tangent at t
  22695. // In case any sub curve does not implement its tangent derivation,
  22696. // 2 points a small delta apart will be used to find its gradient
  22697. // which seems to give a reasonable approximation
  22698. getTangent: function ( t, optionalTarget ) {
  22699. var delta = 0.0001;
  22700. var t1 = t - delta;
  22701. var t2 = t + delta;
  22702. // Capping in case of danger
  22703. if ( t1 < 0 ) { t1 = 0; }
  22704. if ( t2 > 1 ) { t2 = 1; }
  22705. var pt1 = this.getPoint( t1 );
  22706. var pt2 = this.getPoint( t2 );
  22707. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22708. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22709. return tangent;
  22710. },
  22711. getTangentAt: function ( u, optionalTarget ) {
  22712. var t = this.getUtoTmapping( u );
  22713. return this.getTangent( t, optionalTarget );
  22714. },
  22715. computeFrenetFrames: function ( segments, closed ) {
  22716. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22717. var normal = new Vector3();
  22718. var tangents = [];
  22719. var normals = [];
  22720. var binormals = [];
  22721. var vec = new Vector3();
  22722. var mat = new Matrix4();
  22723. // compute the tangent vectors for each segment on the curve
  22724. for ( var i = 0; i <= segments; i ++ ) {
  22725. var u = i / segments;
  22726. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22727. tangents[ i ].normalize();
  22728. }
  22729. // select an initial normal vector perpendicular to the first tangent vector,
  22730. // and in the direction of the minimum tangent xyz component
  22731. normals[ 0 ] = new Vector3();
  22732. binormals[ 0 ] = new Vector3();
  22733. var min = Number.MAX_VALUE;
  22734. var tx = Math.abs( tangents[ 0 ].x );
  22735. var ty = Math.abs( tangents[ 0 ].y );
  22736. var tz = Math.abs( tangents[ 0 ].z );
  22737. if ( tx <= min ) {
  22738. min = tx;
  22739. normal.set( 1, 0, 0 );
  22740. }
  22741. if ( ty <= min ) {
  22742. min = ty;
  22743. normal.set( 0, 1, 0 );
  22744. }
  22745. if ( tz <= min ) {
  22746. normal.set( 0, 0, 1 );
  22747. }
  22748. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22749. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22750. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22751. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22752. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22753. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22754. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22755. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22756. if ( vec.length() > Number.EPSILON ) {
  22757. vec.normalize();
  22758. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22759. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22760. }
  22761. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22762. }
  22763. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22764. if ( closed === true ) {
  22765. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22766. theta$1 /= segments;
  22767. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22768. theta$1 = - theta$1;
  22769. }
  22770. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22771. // twist a little...
  22772. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22773. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22774. }
  22775. }
  22776. return {
  22777. tangents: tangents,
  22778. normals: normals,
  22779. binormals: binormals
  22780. };
  22781. },
  22782. clone: function () {
  22783. return new this.constructor().copy( this );
  22784. },
  22785. copy: function ( source ) {
  22786. this.arcLengthDivisions = source.arcLengthDivisions;
  22787. return this;
  22788. },
  22789. toJSON: function () {
  22790. var data = {
  22791. metadata: {
  22792. version: 4.5,
  22793. type: 'Curve',
  22794. generator: 'Curve.toJSON'
  22795. }
  22796. };
  22797. data.arcLengthDivisions = this.arcLengthDivisions;
  22798. data.type = this.type;
  22799. return data;
  22800. },
  22801. fromJSON: function ( json ) {
  22802. this.arcLengthDivisions = json.arcLengthDivisions;
  22803. return this;
  22804. }
  22805. } );
  22806. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22807. Curve.call( this );
  22808. this.type = 'EllipseCurve';
  22809. this.aX = aX || 0;
  22810. this.aY = aY || 0;
  22811. this.xRadius = xRadius || 1;
  22812. this.yRadius = yRadius || 1;
  22813. this.aStartAngle = aStartAngle || 0;
  22814. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22815. this.aClockwise = aClockwise || false;
  22816. this.aRotation = aRotation || 0;
  22817. }
  22818. EllipseCurve.prototype = Object.create( Curve.prototype );
  22819. EllipseCurve.prototype.constructor = EllipseCurve;
  22820. EllipseCurve.prototype.isEllipseCurve = true;
  22821. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22822. var point = optionalTarget || new Vector2();
  22823. var twoPi = Math.PI * 2;
  22824. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22825. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22826. // ensures that deltaAngle is 0 .. 2 PI
  22827. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22828. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22829. if ( deltaAngle < Number.EPSILON ) {
  22830. if ( samePoints ) {
  22831. deltaAngle = 0;
  22832. } else {
  22833. deltaAngle = twoPi;
  22834. }
  22835. }
  22836. if ( this.aClockwise === true && ! samePoints ) {
  22837. if ( deltaAngle === twoPi ) {
  22838. deltaAngle = - twoPi;
  22839. } else {
  22840. deltaAngle = deltaAngle - twoPi;
  22841. }
  22842. }
  22843. var angle = this.aStartAngle + t * deltaAngle;
  22844. var x = this.aX + this.xRadius * Math.cos( angle );
  22845. var y = this.aY + this.yRadius * Math.sin( angle );
  22846. if ( this.aRotation !== 0 ) {
  22847. var cos = Math.cos( this.aRotation );
  22848. var sin = Math.sin( this.aRotation );
  22849. var tx = x - this.aX;
  22850. var ty = y - this.aY;
  22851. // Rotate the point about the center of the ellipse.
  22852. x = tx * cos - ty * sin + this.aX;
  22853. y = tx * sin + ty * cos + this.aY;
  22854. }
  22855. return point.set( x, y );
  22856. };
  22857. EllipseCurve.prototype.copy = function ( source ) {
  22858. Curve.prototype.copy.call( this, source );
  22859. this.aX = source.aX;
  22860. this.aY = source.aY;
  22861. this.xRadius = source.xRadius;
  22862. this.yRadius = source.yRadius;
  22863. this.aStartAngle = source.aStartAngle;
  22864. this.aEndAngle = source.aEndAngle;
  22865. this.aClockwise = source.aClockwise;
  22866. this.aRotation = source.aRotation;
  22867. return this;
  22868. };
  22869. EllipseCurve.prototype.toJSON = function () {
  22870. var data = Curve.prototype.toJSON.call( this );
  22871. data.aX = this.aX;
  22872. data.aY = this.aY;
  22873. data.xRadius = this.xRadius;
  22874. data.yRadius = this.yRadius;
  22875. data.aStartAngle = this.aStartAngle;
  22876. data.aEndAngle = this.aEndAngle;
  22877. data.aClockwise = this.aClockwise;
  22878. data.aRotation = this.aRotation;
  22879. return data;
  22880. };
  22881. EllipseCurve.prototype.fromJSON = function ( json ) {
  22882. Curve.prototype.fromJSON.call( this, json );
  22883. this.aX = json.aX;
  22884. this.aY = json.aY;
  22885. this.xRadius = json.xRadius;
  22886. this.yRadius = json.yRadius;
  22887. this.aStartAngle = json.aStartAngle;
  22888. this.aEndAngle = json.aEndAngle;
  22889. this.aClockwise = json.aClockwise;
  22890. this.aRotation = json.aRotation;
  22891. return this;
  22892. };
  22893. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22894. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22895. this.type = 'ArcCurve';
  22896. }
  22897. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22898. ArcCurve.prototype.constructor = ArcCurve;
  22899. ArcCurve.prototype.isArcCurve = true;
  22900. /**
  22901. * @author zz85 https://github.com/zz85
  22902. *
  22903. * Centripetal CatmullRom Curve - which is useful for avoiding
  22904. * cusps and self-intersections in non-uniform catmull rom curves.
  22905. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22906. *
  22907. * curve.type accepts centripetal(default), chordal and catmullrom
  22908. * curve.tension is used for catmullrom which defaults to 0.5
  22909. */
  22910. /*
  22911. Based on an optimized c++ solution in
  22912. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22913. - http://ideone.com/NoEbVM
  22914. This CubicPoly class could be used for reusing some variables and calculations,
  22915. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22916. which can be placed in CurveUtils.
  22917. */
  22918. function CubicPoly() {
  22919. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22920. /*
  22921. * Compute coefficients for a cubic polynomial
  22922. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22923. * such that
  22924. * p(0) = x0, p(1) = x1
  22925. * and
  22926. * p'(0) = t0, p'(1) = t1.
  22927. */
  22928. function init( x0, x1, t0, t1 ) {
  22929. c0 = x0;
  22930. c1 = t0;
  22931. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22932. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22933. }
  22934. return {
  22935. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22936. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22937. },
  22938. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22939. // compute tangents when parameterized in [t1,t2]
  22940. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22941. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22942. // rescale tangents for parametrization in [0,1]
  22943. t1 *= dt1;
  22944. t2 *= dt1;
  22945. init( x1, x2, t1, t2 );
  22946. },
  22947. calc: function ( t ) {
  22948. var t2 = t * t;
  22949. var t3 = t2 * t;
  22950. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22951. }
  22952. };
  22953. }
  22954. //
  22955. var tmp = new Vector3();
  22956. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22957. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22958. Curve.call( this );
  22959. this.type = 'CatmullRomCurve3';
  22960. this.points = points || [];
  22961. this.closed = closed || false;
  22962. this.curveType = curveType || 'centripetal';
  22963. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22964. }
  22965. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22966. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22967. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22968. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22969. var point = optionalTarget || new Vector3();
  22970. var points = this.points;
  22971. var l = points.length;
  22972. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22973. var intPoint = Math.floor( p );
  22974. var weight = p - intPoint;
  22975. if ( this.closed ) {
  22976. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22977. } else if ( weight === 0 && intPoint === l - 1 ) {
  22978. intPoint = l - 2;
  22979. weight = 1;
  22980. }
  22981. var p0, p1, p2, p3; // 4 points
  22982. if ( this.closed || intPoint > 0 ) {
  22983. p0 = points[ ( intPoint - 1 ) % l ];
  22984. } else {
  22985. // extrapolate first point
  22986. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22987. p0 = tmp;
  22988. }
  22989. p1 = points[ intPoint % l ];
  22990. p2 = points[ ( intPoint + 1 ) % l ];
  22991. if ( this.closed || intPoint + 2 < l ) {
  22992. p3 = points[ ( intPoint + 2 ) % l ];
  22993. } else {
  22994. // extrapolate last point
  22995. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22996. p3 = tmp;
  22997. }
  22998. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22999. // init Centripetal / Chordal Catmull-Rom
  23000. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23001. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23002. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23003. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23004. // safety check for repeated points
  23005. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  23006. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  23007. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  23008. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23009. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23010. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23011. } else if ( this.curveType === 'catmullrom' ) {
  23012. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23013. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23014. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23015. }
  23016. point.set(
  23017. px.calc( weight ),
  23018. py.calc( weight ),
  23019. pz.calc( weight )
  23020. );
  23021. return point;
  23022. };
  23023. CatmullRomCurve3.prototype.copy = function ( source ) {
  23024. Curve.prototype.copy.call( this, source );
  23025. this.points = [];
  23026. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23027. var point = source.points[ i ];
  23028. this.points.push( point.clone() );
  23029. }
  23030. this.closed = source.closed;
  23031. this.curveType = source.curveType;
  23032. this.tension = source.tension;
  23033. return this;
  23034. };
  23035. CatmullRomCurve3.prototype.toJSON = function () {
  23036. var data = Curve.prototype.toJSON.call( this );
  23037. data.points = [];
  23038. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23039. var point = this.points[ i ];
  23040. data.points.push( point.toArray() );
  23041. }
  23042. data.closed = this.closed;
  23043. data.curveType = this.curveType;
  23044. data.tension = this.tension;
  23045. return data;
  23046. };
  23047. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  23048. Curve.prototype.fromJSON.call( this, json );
  23049. this.points = [];
  23050. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23051. var point = json.points[ i ];
  23052. this.points.push( new Vector3().fromArray( point ) );
  23053. }
  23054. this.closed = json.closed;
  23055. this.curveType = json.curveType;
  23056. this.tension = json.tension;
  23057. return this;
  23058. };
  23059. /**
  23060. * @author zz85 / http://www.lab4games.net/zz85/blog
  23061. *
  23062. * Bezier Curves formulas obtained from
  23063. * http://en.wikipedia.org/wiki/Bézier_curve
  23064. */
  23065. function CatmullRom( t, p0, p1, p2, p3 ) {
  23066. var v0 = ( p2 - p0 ) * 0.5;
  23067. var v1 = ( p3 - p1 ) * 0.5;
  23068. var t2 = t * t;
  23069. var t3 = t * t2;
  23070. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23071. }
  23072. //
  23073. function QuadraticBezierP0( t, p ) {
  23074. var k = 1 - t;
  23075. return k * k * p;
  23076. }
  23077. function QuadraticBezierP1( t, p ) {
  23078. return 2 * ( 1 - t ) * t * p;
  23079. }
  23080. function QuadraticBezierP2( t, p ) {
  23081. return t * t * p;
  23082. }
  23083. function QuadraticBezier( t, p0, p1, p2 ) {
  23084. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23085. QuadraticBezierP2( t, p2 );
  23086. }
  23087. //
  23088. function CubicBezierP0( t, p ) {
  23089. var k = 1 - t;
  23090. return k * k * k * p;
  23091. }
  23092. function CubicBezierP1( t, p ) {
  23093. var k = 1 - t;
  23094. return 3 * k * k * t * p;
  23095. }
  23096. function CubicBezierP2( t, p ) {
  23097. return 3 * ( 1 - t ) * t * t * p;
  23098. }
  23099. function CubicBezierP3( t, p ) {
  23100. return t * t * t * p;
  23101. }
  23102. function CubicBezier( t, p0, p1, p2, p3 ) {
  23103. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23104. CubicBezierP3( t, p3 );
  23105. }
  23106. function CubicBezierCurve( v0, v1, v2, v3 ) {
  23107. Curve.call( this );
  23108. this.type = 'CubicBezierCurve';
  23109. this.v0 = v0 || new Vector2();
  23110. this.v1 = v1 || new Vector2();
  23111. this.v2 = v2 || new Vector2();
  23112. this.v3 = v3 || new Vector2();
  23113. }
  23114. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  23115. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  23116. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  23117. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23118. var point = optionalTarget || new Vector2();
  23119. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23120. point.set(
  23121. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23122. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23123. );
  23124. return point;
  23125. };
  23126. CubicBezierCurve.prototype.copy = function ( source ) {
  23127. Curve.prototype.copy.call( this, source );
  23128. this.v0.copy( source.v0 );
  23129. this.v1.copy( source.v1 );
  23130. this.v2.copy( source.v2 );
  23131. this.v3.copy( source.v3 );
  23132. return this;
  23133. };
  23134. CubicBezierCurve.prototype.toJSON = function () {
  23135. var data = Curve.prototype.toJSON.call( this );
  23136. data.v0 = this.v0.toArray();
  23137. data.v1 = this.v1.toArray();
  23138. data.v2 = this.v2.toArray();
  23139. data.v3 = this.v3.toArray();
  23140. return data;
  23141. };
  23142. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  23143. Curve.prototype.fromJSON.call( this, json );
  23144. this.v0.fromArray( json.v0 );
  23145. this.v1.fromArray( json.v1 );
  23146. this.v2.fromArray( json.v2 );
  23147. this.v3.fromArray( json.v3 );
  23148. return this;
  23149. };
  23150. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  23151. Curve.call( this );
  23152. this.type = 'CubicBezierCurve3';
  23153. this.v0 = v0 || new Vector3();
  23154. this.v1 = v1 || new Vector3();
  23155. this.v2 = v2 || new Vector3();
  23156. this.v3 = v3 || new Vector3();
  23157. }
  23158. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  23159. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  23160. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  23161. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23162. var point = optionalTarget || new Vector3();
  23163. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23164. point.set(
  23165. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23166. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23167. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23168. );
  23169. return point;
  23170. };
  23171. CubicBezierCurve3.prototype.copy = function ( source ) {
  23172. Curve.prototype.copy.call( this, source );
  23173. this.v0.copy( source.v0 );
  23174. this.v1.copy( source.v1 );
  23175. this.v2.copy( source.v2 );
  23176. this.v3.copy( source.v3 );
  23177. return this;
  23178. };
  23179. CubicBezierCurve3.prototype.toJSON = function () {
  23180. var data = Curve.prototype.toJSON.call( this );
  23181. data.v0 = this.v0.toArray();
  23182. data.v1 = this.v1.toArray();
  23183. data.v2 = this.v2.toArray();
  23184. data.v3 = this.v3.toArray();
  23185. return data;
  23186. };
  23187. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  23188. Curve.prototype.fromJSON.call( this, json );
  23189. this.v0.fromArray( json.v0 );
  23190. this.v1.fromArray( json.v1 );
  23191. this.v2.fromArray( json.v2 );
  23192. this.v3.fromArray( json.v3 );
  23193. return this;
  23194. };
  23195. function LineCurve( v1, v2 ) {
  23196. Curve.call( this );
  23197. this.type = 'LineCurve';
  23198. this.v1 = v1 || new Vector2();
  23199. this.v2 = v2 || new Vector2();
  23200. }
  23201. LineCurve.prototype = Object.create( Curve.prototype );
  23202. LineCurve.prototype.constructor = LineCurve;
  23203. LineCurve.prototype.isLineCurve = true;
  23204. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23205. var point = optionalTarget || new Vector2();
  23206. if ( t === 1 ) {
  23207. point.copy( this.v2 );
  23208. } else {
  23209. point.copy( this.v2 ).sub( this.v1 );
  23210. point.multiplyScalar( t ).add( this.v1 );
  23211. }
  23212. return point;
  23213. };
  23214. // Line curve is linear, so we can overwrite default getPointAt
  23215. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  23216. return this.getPoint( u, optionalTarget );
  23217. };
  23218. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  23219. var tangent = optionalTarget || new Vector2();
  23220. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  23221. return tangent;
  23222. };
  23223. LineCurve.prototype.copy = function ( source ) {
  23224. Curve.prototype.copy.call( this, source );
  23225. this.v1.copy( source.v1 );
  23226. this.v2.copy( source.v2 );
  23227. return this;
  23228. };
  23229. LineCurve.prototype.toJSON = function () {
  23230. var data = Curve.prototype.toJSON.call( this );
  23231. data.v1 = this.v1.toArray();
  23232. data.v2 = this.v2.toArray();
  23233. return data;
  23234. };
  23235. LineCurve.prototype.fromJSON = function ( json ) {
  23236. Curve.prototype.fromJSON.call( this, json );
  23237. this.v1.fromArray( json.v1 );
  23238. this.v2.fromArray( json.v2 );
  23239. return this;
  23240. };
  23241. function LineCurve3( v1, v2 ) {
  23242. Curve.call( this );
  23243. this.type = 'LineCurve3';
  23244. this.v1 = v1 || new Vector3();
  23245. this.v2 = v2 || new Vector3();
  23246. }
  23247. LineCurve3.prototype = Object.create( Curve.prototype );
  23248. LineCurve3.prototype.constructor = LineCurve3;
  23249. LineCurve3.prototype.isLineCurve3 = true;
  23250. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23251. var point = optionalTarget || new Vector3();
  23252. if ( t === 1 ) {
  23253. point.copy( this.v2 );
  23254. } else {
  23255. point.copy( this.v2 ).sub( this.v1 );
  23256. point.multiplyScalar( t ).add( this.v1 );
  23257. }
  23258. return point;
  23259. };
  23260. // Line curve is linear, so we can overwrite default getPointAt
  23261. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  23262. return this.getPoint( u, optionalTarget );
  23263. };
  23264. LineCurve3.prototype.copy = function ( source ) {
  23265. Curve.prototype.copy.call( this, source );
  23266. this.v1.copy( source.v1 );
  23267. this.v2.copy( source.v2 );
  23268. return this;
  23269. };
  23270. LineCurve3.prototype.toJSON = function () {
  23271. var data = Curve.prototype.toJSON.call( this );
  23272. data.v1 = this.v1.toArray();
  23273. data.v2 = this.v2.toArray();
  23274. return data;
  23275. };
  23276. LineCurve3.prototype.fromJSON = function ( json ) {
  23277. Curve.prototype.fromJSON.call( this, json );
  23278. this.v1.fromArray( json.v1 );
  23279. this.v2.fromArray( json.v2 );
  23280. return this;
  23281. };
  23282. function QuadraticBezierCurve( v0, v1, v2 ) {
  23283. Curve.call( this );
  23284. this.type = 'QuadraticBezierCurve';
  23285. this.v0 = v0 || new Vector2();
  23286. this.v1 = v1 || new Vector2();
  23287. this.v2 = v2 || new Vector2();
  23288. }
  23289. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  23290. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23291. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23292. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23293. var point = optionalTarget || new Vector2();
  23294. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23295. point.set(
  23296. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23297. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23298. );
  23299. return point;
  23300. };
  23301. QuadraticBezierCurve.prototype.copy = function ( source ) {
  23302. Curve.prototype.copy.call( this, source );
  23303. this.v0.copy( source.v0 );
  23304. this.v1.copy( source.v1 );
  23305. this.v2.copy( source.v2 );
  23306. return this;
  23307. };
  23308. QuadraticBezierCurve.prototype.toJSON = function () {
  23309. var data = Curve.prototype.toJSON.call( this );
  23310. data.v0 = this.v0.toArray();
  23311. data.v1 = this.v1.toArray();
  23312. data.v2 = this.v2.toArray();
  23313. return data;
  23314. };
  23315. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  23316. Curve.prototype.fromJSON.call( this, json );
  23317. this.v0.fromArray( json.v0 );
  23318. this.v1.fromArray( json.v1 );
  23319. this.v2.fromArray( json.v2 );
  23320. return this;
  23321. };
  23322. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23323. Curve.call( this );
  23324. this.type = 'QuadraticBezierCurve3';
  23325. this.v0 = v0 || new Vector3();
  23326. this.v1 = v1 || new Vector3();
  23327. this.v2 = v2 || new Vector3();
  23328. }
  23329. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23330. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23331. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23332. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23333. var point = optionalTarget || new Vector3();
  23334. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23335. point.set(
  23336. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23337. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23338. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23339. );
  23340. return point;
  23341. };
  23342. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23343. Curve.prototype.copy.call( this, source );
  23344. this.v0.copy( source.v0 );
  23345. this.v1.copy( source.v1 );
  23346. this.v2.copy( source.v2 );
  23347. return this;
  23348. };
  23349. QuadraticBezierCurve3.prototype.toJSON = function () {
  23350. var data = Curve.prototype.toJSON.call( this );
  23351. data.v0 = this.v0.toArray();
  23352. data.v1 = this.v1.toArray();
  23353. data.v2 = this.v2.toArray();
  23354. return data;
  23355. };
  23356. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23357. Curve.prototype.fromJSON.call( this, json );
  23358. this.v0.fromArray( json.v0 );
  23359. this.v1.fromArray( json.v1 );
  23360. this.v2.fromArray( json.v2 );
  23361. return this;
  23362. };
  23363. function SplineCurve( points /* array of Vector2 */ ) {
  23364. Curve.call( this );
  23365. this.type = 'SplineCurve';
  23366. this.points = points || [];
  23367. }
  23368. SplineCurve.prototype = Object.create( Curve.prototype );
  23369. SplineCurve.prototype.constructor = SplineCurve;
  23370. SplineCurve.prototype.isSplineCurve = true;
  23371. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23372. var point = optionalTarget || new Vector2();
  23373. var points = this.points;
  23374. var p = ( points.length - 1 ) * t;
  23375. var intPoint = Math.floor( p );
  23376. var weight = p - intPoint;
  23377. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23378. var p1 = points[ intPoint ];
  23379. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23380. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23381. point.set(
  23382. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23383. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23384. );
  23385. return point;
  23386. };
  23387. SplineCurve.prototype.copy = function ( source ) {
  23388. Curve.prototype.copy.call( this, source );
  23389. this.points = [];
  23390. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23391. var point = source.points[ i ];
  23392. this.points.push( point.clone() );
  23393. }
  23394. return this;
  23395. };
  23396. SplineCurve.prototype.toJSON = function () {
  23397. var data = Curve.prototype.toJSON.call( this );
  23398. data.points = [];
  23399. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23400. var point = this.points[ i ];
  23401. data.points.push( point.toArray() );
  23402. }
  23403. return data;
  23404. };
  23405. SplineCurve.prototype.fromJSON = function ( json ) {
  23406. Curve.prototype.fromJSON.call( this, json );
  23407. this.points = [];
  23408. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23409. var point = json.points[ i ];
  23410. this.points.push( new Vector2().fromArray( point ) );
  23411. }
  23412. return this;
  23413. };
  23414. var Curves = /*#__PURE__*/Object.freeze({
  23415. __proto__: null,
  23416. ArcCurve: ArcCurve,
  23417. CatmullRomCurve3: CatmullRomCurve3,
  23418. CubicBezierCurve: CubicBezierCurve,
  23419. CubicBezierCurve3: CubicBezierCurve3,
  23420. EllipseCurve: EllipseCurve,
  23421. LineCurve: LineCurve,
  23422. LineCurve3: LineCurve3,
  23423. QuadraticBezierCurve: QuadraticBezierCurve,
  23424. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23425. SplineCurve: SplineCurve
  23426. });
  23427. /**
  23428. * @author zz85 / http://www.lab4games.net/zz85/blog
  23429. *
  23430. **/
  23431. /**************************************************************
  23432. * Curved Path - a curve path is simply a array of connected
  23433. * curves, but retains the api of a curve
  23434. **************************************************************/
  23435. function CurvePath() {
  23436. Curve.call( this );
  23437. this.type = 'CurvePath';
  23438. this.curves = [];
  23439. this.autoClose = false; // Automatically closes the path
  23440. }
  23441. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23442. constructor: CurvePath,
  23443. add: function ( curve ) {
  23444. this.curves.push( curve );
  23445. },
  23446. closePath: function () {
  23447. // Add a line curve if start and end of lines are not connected
  23448. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23449. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23450. if ( ! startPoint.equals( endPoint ) ) {
  23451. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23452. }
  23453. },
  23454. // To get accurate point with reference to
  23455. // entire path distance at time t,
  23456. // following has to be done:
  23457. // 1. Length of each sub path have to be known
  23458. // 2. Locate and identify type of curve
  23459. // 3. Get t for the curve
  23460. // 4. Return curve.getPointAt(t')
  23461. getPoint: function ( t ) {
  23462. var d = t * this.getLength();
  23463. var curveLengths = this.getCurveLengths();
  23464. var i = 0;
  23465. // To think about boundaries points.
  23466. while ( i < curveLengths.length ) {
  23467. if ( curveLengths[ i ] >= d ) {
  23468. var diff = curveLengths[ i ] - d;
  23469. var curve = this.curves[ i ];
  23470. var segmentLength = curve.getLength();
  23471. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23472. return curve.getPointAt( u );
  23473. }
  23474. i ++;
  23475. }
  23476. return null;
  23477. // loop where sum != 0, sum > d , sum+1 <d
  23478. },
  23479. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23480. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23481. // getPoint() depends on getLength
  23482. getLength: function () {
  23483. var lens = this.getCurveLengths();
  23484. return lens[ lens.length - 1 ];
  23485. },
  23486. // cacheLengths must be recalculated.
  23487. updateArcLengths: function () {
  23488. this.needsUpdate = true;
  23489. this.cacheLengths = null;
  23490. this.getCurveLengths();
  23491. },
  23492. // Compute lengths and cache them
  23493. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23494. getCurveLengths: function () {
  23495. // We use cache values if curves and cache array are same length
  23496. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23497. return this.cacheLengths;
  23498. }
  23499. // Get length of sub-curve
  23500. // Push sums into cached array
  23501. var lengths = [];
  23502. var sums = 0;
  23503. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23504. sums += this.curves[ i ].getLength();
  23505. lengths.push( sums );
  23506. }
  23507. this.cacheLengths = lengths;
  23508. return lengths;
  23509. },
  23510. getSpacedPoints: function ( divisions ) {
  23511. if ( divisions === undefined ) { divisions = 40; }
  23512. var points = [];
  23513. for ( var i = 0; i <= divisions; i ++ ) {
  23514. points.push( this.getPoint( i / divisions ) );
  23515. }
  23516. if ( this.autoClose ) {
  23517. points.push( points[ 0 ] );
  23518. }
  23519. return points;
  23520. },
  23521. getPoints: function ( divisions ) {
  23522. divisions = divisions || 12;
  23523. var points = [];
  23524. var last;
  23525. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23526. var curve = curves[ i ];
  23527. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23528. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23529. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23530. : divisions;
  23531. var pts = curve.getPoints( resolution );
  23532. for ( var j = 0; j < pts.length; j ++ ) {
  23533. var point = pts[ j ];
  23534. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23535. points.push( point );
  23536. last = point;
  23537. }
  23538. }
  23539. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23540. points.push( points[ 0 ] );
  23541. }
  23542. return points;
  23543. },
  23544. copy: function ( source ) {
  23545. Curve.prototype.copy.call( this, source );
  23546. this.curves = [];
  23547. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23548. var curve = source.curves[ i ];
  23549. this.curves.push( curve.clone() );
  23550. }
  23551. this.autoClose = source.autoClose;
  23552. return this;
  23553. },
  23554. toJSON: function () {
  23555. var data = Curve.prototype.toJSON.call( this );
  23556. data.autoClose = this.autoClose;
  23557. data.curves = [];
  23558. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23559. var curve = this.curves[ i ];
  23560. data.curves.push( curve.toJSON() );
  23561. }
  23562. return data;
  23563. },
  23564. fromJSON: function ( json ) {
  23565. Curve.prototype.fromJSON.call( this, json );
  23566. this.autoClose = json.autoClose;
  23567. this.curves = [];
  23568. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23569. var curve = json.curves[ i ];
  23570. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23571. }
  23572. return this;
  23573. }
  23574. } );
  23575. /**
  23576. * @author zz85 / http://www.lab4games.net/zz85/blog
  23577. * Creates free form 2d path using series of points, lines or curves.
  23578. **/
  23579. function Path( points ) {
  23580. CurvePath.call( this );
  23581. this.type = 'Path';
  23582. this.currentPoint = new Vector2();
  23583. if ( points ) {
  23584. this.setFromPoints( points );
  23585. }
  23586. }
  23587. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23588. constructor: Path,
  23589. setFromPoints: function ( points ) {
  23590. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23591. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23592. this.lineTo( points[ i ].x, points[ i ].y );
  23593. }
  23594. return this;
  23595. },
  23596. moveTo: function ( x, y ) {
  23597. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23598. return this;
  23599. },
  23600. lineTo: function ( x, y ) {
  23601. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23602. this.curves.push( curve );
  23603. this.currentPoint.set( x, y );
  23604. return this;
  23605. },
  23606. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23607. var curve = new QuadraticBezierCurve(
  23608. this.currentPoint.clone(),
  23609. new Vector2( aCPx, aCPy ),
  23610. new Vector2( aX, aY )
  23611. );
  23612. this.curves.push( curve );
  23613. this.currentPoint.set( aX, aY );
  23614. return this;
  23615. },
  23616. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23617. var curve = new CubicBezierCurve(
  23618. this.currentPoint.clone(),
  23619. new Vector2( aCP1x, aCP1y ),
  23620. new Vector2( aCP2x, aCP2y ),
  23621. new Vector2( aX, aY )
  23622. );
  23623. this.curves.push( curve );
  23624. this.currentPoint.set( aX, aY );
  23625. return this;
  23626. },
  23627. splineThru: function ( pts /*Array of Vector*/ ) {
  23628. var npts = [ this.currentPoint.clone() ].concat( pts );
  23629. var curve = new SplineCurve( npts );
  23630. this.curves.push( curve );
  23631. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23632. return this;
  23633. },
  23634. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23635. var x0 = this.currentPoint.x;
  23636. var y0 = this.currentPoint.y;
  23637. this.absarc( aX + x0, aY + y0, aRadius,
  23638. aStartAngle, aEndAngle, aClockwise );
  23639. return this;
  23640. },
  23641. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23642. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23643. return this;
  23644. },
  23645. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23646. var x0 = this.currentPoint.x;
  23647. var y0 = this.currentPoint.y;
  23648. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23649. return this;
  23650. },
  23651. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23652. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23653. if ( this.curves.length > 0 ) {
  23654. // if a previous curve is present, attempt to join
  23655. var firstPoint = curve.getPoint( 0 );
  23656. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23657. this.lineTo( firstPoint.x, firstPoint.y );
  23658. }
  23659. }
  23660. this.curves.push( curve );
  23661. var lastPoint = curve.getPoint( 1 );
  23662. this.currentPoint.copy( lastPoint );
  23663. return this;
  23664. },
  23665. copy: function ( source ) {
  23666. CurvePath.prototype.copy.call( this, source );
  23667. this.currentPoint.copy( source.currentPoint );
  23668. return this;
  23669. },
  23670. toJSON: function () {
  23671. var data = CurvePath.prototype.toJSON.call( this );
  23672. data.currentPoint = this.currentPoint.toArray();
  23673. return data;
  23674. },
  23675. fromJSON: function ( json ) {
  23676. CurvePath.prototype.fromJSON.call( this, json );
  23677. this.currentPoint.fromArray( json.currentPoint );
  23678. return this;
  23679. }
  23680. } );
  23681. /**
  23682. * @author zz85 / http://www.lab4games.net/zz85/blog
  23683. * Defines a 2d shape plane using paths.
  23684. **/
  23685. // STEP 1 Create a path.
  23686. // STEP 2 Turn path into shape.
  23687. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23688. // STEP 3a - Extract points from each shape, turn to vertices
  23689. // STEP 3b - Triangulate each shape, add faces.
  23690. function Shape( points ) {
  23691. Path.call( this, points );
  23692. this.uuid = MathUtils.generateUUID();
  23693. this.type = 'Shape';
  23694. this.holes = [];
  23695. }
  23696. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23697. constructor: Shape,
  23698. getPointsHoles: function ( divisions ) {
  23699. var holesPts = [];
  23700. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23701. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23702. }
  23703. return holesPts;
  23704. },
  23705. // get points of shape and holes (keypoints based on segments parameter)
  23706. extractPoints: function ( divisions ) {
  23707. return {
  23708. shape: this.getPoints( divisions ),
  23709. holes: this.getPointsHoles( divisions )
  23710. };
  23711. },
  23712. copy: function ( source ) {
  23713. Path.prototype.copy.call( this, source );
  23714. this.holes = [];
  23715. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23716. var hole = source.holes[ i ];
  23717. this.holes.push( hole.clone() );
  23718. }
  23719. return this;
  23720. },
  23721. toJSON: function () {
  23722. var data = Path.prototype.toJSON.call( this );
  23723. data.uuid = this.uuid;
  23724. data.holes = [];
  23725. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23726. var hole = this.holes[ i ];
  23727. data.holes.push( hole.toJSON() );
  23728. }
  23729. return data;
  23730. },
  23731. fromJSON: function ( json ) {
  23732. Path.prototype.fromJSON.call( this, json );
  23733. this.uuid = json.uuid;
  23734. this.holes = [];
  23735. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23736. var hole = json.holes[ i ];
  23737. this.holes.push( new Path().fromJSON( hole ) );
  23738. }
  23739. return this;
  23740. }
  23741. } );
  23742. /**
  23743. * @author mrdoob / http://mrdoob.com/
  23744. * @author alteredq / http://alteredqualia.com/
  23745. */
  23746. function Light( color, intensity ) {
  23747. Object3D.call( this );
  23748. this.type = 'Light';
  23749. this.color = new Color( color );
  23750. this.intensity = intensity !== undefined ? intensity : 1;
  23751. this.receiveShadow = undefined;
  23752. }
  23753. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23754. constructor: Light,
  23755. isLight: true,
  23756. copy: function ( source ) {
  23757. Object3D.prototype.copy.call( this, source );
  23758. this.color.copy( source.color );
  23759. this.intensity = source.intensity;
  23760. return this;
  23761. },
  23762. toJSON: function ( meta ) {
  23763. var data = Object3D.prototype.toJSON.call( this, meta );
  23764. data.object.color = this.color.getHex();
  23765. data.object.intensity = this.intensity;
  23766. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23767. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23768. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23769. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23770. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23771. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23772. return data;
  23773. }
  23774. } );
  23775. /**
  23776. * @author alteredq / http://alteredqualia.com/
  23777. */
  23778. function HemisphereLight( skyColor, groundColor, intensity ) {
  23779. Light.call( this, skyColor, intensity );
  23780. this.type = 'HemisphereLight';
  23781. this.castShadow = undefined;
  23782. this.position.copy( Object3D.DefaultUp );
  23783. this.updateMatrix();
  23784. this.groundColor = new Color( groundColor );
  23785. }
  23786. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23787. constructor: HemisphereLight,
  23788. isHemisphereLight: true,
  23789. copy: function ( source ) {
  23790. Light.prototype.copy.call( this, source );
  23791. this.groundColor.copy( source.groundColor );
  23792. return this;
  23793. }
  23794. } );
  23795. /**
  23796. * @author mrdoob / http://mrdoob.com/
  23797. */
  23798. function LightShadow( camera ) {
  23799. this.camera = camera;
  23800. this.bias = 0;
  23801. this.normalBias = 0;
  23802. this.radius = 1;
  23803. this.mapSize = new Vector2( 512, 512 );
  23804. this.map = null;
  23805. this.mapPass = null;
  23806. this.matrix = new Matrix4();
  23807. this.autoUpdate = true;
  23808. this.needsUpdate = false;
  23809. this._frustum = new Frustum();
  23810. this._frameExtents = new Vector2( 1, 1 );
  23811. this._viewportCount = 1;
  23812. this._viewports = [
  23813. new Vector4( 0, 0, 1, 1 )
  23814. ];
  23815. }
  23816. Object.assign( LightShadow.prototype, {
  23817. _projScreenMatrix: new Matrix4(),
  23818. _lightPositionWorld: new Vector3(),
  23819. _lookTarget: new Vector3(),
  23820. getViewportCount: function () {
  23821. return this._viewportCount;
  23822. },
  23823. getFrustum: function () {
  23824. return this._frustum;
  23825. },
  23826. updateMatrices: function ( light ) {
  23827. var shadowCamera = this.camera,
  23828. shadowMatrix = this.matrix,
  23829. projScreenMatrix = this._projScreenMatrix,
  23830. lookTarget = this._lookTarget,
  23831. lightPositionWorld = this._lightPositionWorld;
  23832. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23833. shadowCamera.position.copy( lightPositionWorld );
  23834. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23835. shadowCamera.lookAt( lookTarget );
  23836. shadowCamera.updateMatrixWorld();
  23837. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23838. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23839. shadowMatrix.set(
  23840. 0.5, 0.0, 0.0, 0.5,
  23841. 0.0, 0.5, 0.0, 0.5,
  23842. 0.0, 0.0, 0.5, 0.5,
  23843. 0.0, 0.0, 0.0, 1.0
  23844. );
  23845. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23846. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23847. },
  23848. getViewport: function ( viewportIndex ) {
  23849. return this._viewports[ viewportIndex ];
  23850. },
  23851. getFrameExtents: function () {
  23852. return this._frameExtents;
  23853. },
  23854. copy: function ( source ) {
  23855. this.camera = source.camera.clone();
  23856. this.bias = source.bias;
  23857. this.radius = source.radius;
  23858. this.mapSize.copy( source.mapSize );
  23859. return this;
  23860. },
  23861. clone: function () {
  23862. return new this.constructor().copy( this );
  23863. },
  23864. toJSON: function () {
  23865. var object = {};
  23866. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23867. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23868. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23869. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23870. object.camera = this.camera.toJSON( false ).object;
  23871. delete object.camera.matrix;
  23872. return object;
  23873. }
  23874. } );
  23875. /**
  23876. * @author mrdoob / http://mrdoob.com/
  23877. */
  23878. function SpotLightShadow() {
  23879. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23880. }
  23881. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23882. constructor: SpotLightShadow,
  23883. isSpotLightShadow: true,
  23884. updateMatrices: function ( light ) {
  23885. var camera = this.camera;
  23886. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23887. var aspect = this.mapSize.width / this.mapSize.height;
  23888. var far = light.distance || camera.far;
  23889. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23890. camera.fov = fov;
  23891. camera.aspect = aspect;
  23892. camera.far = far;
  23893. camera.updateProjectionMatrix();
  23894. }
  23895. LightShadow.prototype.updateMatrices.call( this, light );
  23896. }
  23897. } );
  23898. /**
  23899. * @author alteredq / http://alteredqualia.com/
  23900. */
  23901. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23902. Light.call( this, color, intensity );
  23903. this.type = 'SpotLight';
  23904. this.position.copy( Object3D.DefaultUp );
  23905. this.updateMatrix();
  23906. this.target = new Object3D();
  23907. Object.defineProperty( this, 'power', {
  23908. get: function () {
  23909. // intensity = power per solid angle.
  23910. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23911. return this.intensity * Math.PI;
  23912. },
  23913. set: function ( power ) {
  23914. // intensity = power per solid angle.
  23915. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23916. this.intensity = power / Math.PI;
  23917. }
  23918. } );
  23919. this.distance = ( distance !== undefined ) ? distance : 0;
  23920. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23921. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23922. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23923. this.shadow = new SpotLightShadow();
  23924. }
  23925. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23926. constructor: SpotLight,
  23927. isSpotLight: true,
  23928. copy: function ( source ) {
  23929. Light.prototype.copy.call( this, source );
  23930. this.distance = source.distance;
  23931. this.angle = source.angle;
  23932. this.penumbra = source.penumbra;
  23933. this.decay = source.decay;
  23934. this.target = source.target.clone();
  23935. this.shadow = source.shadow.clone();
  23936. return this;
  23937. }
  23938. } );
  23939. function PointLightShadow() {
  23940. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23941. this._frameExtents = new Vector2( 4, 2 );
  23942. this._viewportCount = 6;
  23943. this._viewports = [
  23944. // These viewports map a cube-map onto a 2D texture with the
  23945. // following orientation:
  23946. //
  23947. // xzXZ
  23948. // y Y
  23949. //
  23950. // X - Positive x direction
  23951. // x - Negative x direction
  23952. // Y - Positive y direction
  23953. // y - Negative y direction
  23954. // Z - Positive z direction
  23955. // z - Negative z direction
  23956. // positive X
  23957. new Vector4( 2, 1, 1, 1 ),
  23958. // negative X
  23959. new Vector4( 0, 1, 1, 1 ),
  23960. // positive Z
  23961. new Vector4( 3, 1, 1, 1 ),
  23962. // negative Z
  23963. new Vector4( 1, 1, 1, 1 ),
  23964. // positive Y
  23965. new Vector4( 3, 0, 1, 1 ),
  23966. // negative Y
  23967. new Vector4( 1, 0, 1, 1 )
  23968. ];
  23969. this._cubeDirections = [
  23970. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23971. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23972. ];
  23973. this._cubeUps = [
  23974. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23975. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23976. ];
  23977. }
  23978. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23979. constructor: PointLightShadow,
  23980. isPointLightShadow: true,
  23981. updateMatrices: function ( light, viewportIndex ) {
  23982. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23983. var camera = this.camera,
  23984. shadowMatrix = this.matrix,
  23985. lightPositionWorld = this._lightPositionWorld,
  23986. lookTarget = this._lookTarget,
  23987. projScreenMatrix = this._projScreenMatrix;
  23988. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23989. camera.position.copy( lightPositionWorld );
  23990. lookTarget.copy( camera.position );
  23991. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23992. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23993. camera.lookAt( lookTarget );
  23994. camera.updateMatrixWorld();
  23995. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23996. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23997. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23998. }
  23999. } );
  24000. /**
  24001. * @author mrdoob / http://mrdoob.com/
  24002. */
  24003. function PointLight( color, intensity, distance, decay ) {
  24004. Light.call( this, color, intensity );
  24005. this.type = 'PointLight';
  24006. Object.defineProperty( this, 'power', {
  24007. get: function () {
  24008. // intensity = power per solid angle.
  24009. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  24010. return this.intensity * 4 * Math.PI;
  24011. },
  24012. set: function ( power ) {
  24013. // intensity = power per solid angle.
  24014. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  24015. this.intensity = power / ( 4 * Math.PI );
  24016. }
  24017. } );
  24018. this.distance = ( distance !== undefined ) ? distance : 0;
  24019. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  24020. this.shadow = new PointLightShadow();
  24021. }
  24022. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24023. constructor: PointLight,
  24024. isPointLight: true,
  24025. copy: function ( source ) {
  24026. Light.prototype.copy.call( this, source );
  24027. this.distance = source.distance;
  24028. this.decay = source.decay;
  24029. this.shadow = source.shadow.clone();
  24030. return this;
  24031. }
  24032. } );
  24033. /**
  24034. * @author alteredq / http://alteredqualia.com/
  24035. * @author arose / http://github.com/arose
  24036. */
  24037. function OrthographicCamera( left, right, top, bottom, near, far ) {
  24038. Camera.call( this );
  24039. this.type = 'OrthographicCamera';
  24040. this.zoom = 1;
  24041. this.view = null;
  24042. this.left = ( left !== undefined ) ? left : - 1;
  24043. this.right = ( right !== undefined ) ? right : 1;
  24044. this.top = ( top !== undefined ) ? top : 1;
  24045. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  24046. this.near = ( near !== undefined ) ? near : 0.1;
  24047. this.far = ( far !== undefined ) ? far : 2000;
  24048. this.updateProjectionMatrix();
  24049. }
  24050. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  24051. constructor: OrthographicCamera,
  24052. isOrthographicCamera: true,
  24053. copy: function ( source, recursive ) {
  24054. Camera.prototype.copy.call( this, source, recursive );
  24055. this.left = source.left;
  24056. this.right = source.right;
  24057. this.top = source.top;
  24058. this.bottom = source.bottom;
  24059. this.near = source.near;
  24060. this.far = source.far;
  24061. this.zoom = source.zoom;
  24062. this.view = source.view === null ? null : Object.assign( {}, source.view );
  24063. return this;
  24064. },
  24065. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  24066. if ( this.view === null ) {
  24067. this.view = {
  24068. enabled: true,
  24069. fullWidth: 1,
  24070. fullHeight: 1,
  24071. offsetX: 0,
  24072. offsetY: 0,
  24073. width: 1,
  24074. height: 1
  24075. };
  24076. }
  24077. this.view.enabled = true;
  24078. this.view.fullWidth = fullWidth;
  24079. this.view.fullHeight = fullHeight;
  24080. this.view.offsetX = x;
  24081. this.view.offsetY = y;
  24082. this.view.width = width;
  24083. this.view.height = height;
  24084. this.updateProjectionMatrix();
  24085. },
  24086. clearViewOffset: function () {
  24087. if ( this.view !== null ) {
  24088. this.view.enabled = false;
  24089. }
  24090. this.updateProjectionMatrix();
  24091. },
  24092. updateProjectionMatrix: function () {
  24093. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  24094. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  24095. var cx = ( this.right + this.left ) / 2;
  24096. var cy = ( this.top + this.bottom ) / 2;
  24097. var left = cx - dx;
  24098. var right = cx + dx;
  24099. var top = cy + dy;
  24100. var bottom = cy - dy;
  24101. if ( this.view !== null && this.view.enabled ) {
  24102. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  24103. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  24104. left += scaleW * this.view.offsetX;
  24105. right = left + scaleW * this.view.width;
  24106. top -= scaleH * this.view.offsetY;
  24107. bottom = top - scaleH * this.view.height;
  24108. }
  24109. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  24110. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  24111. },
  24112. toJSON: function ( meta ) {
  24113. var data = Object3D.prototype.toJSON.call( this, meta );
  24114. data.object.zoom = this.zoom;
  24115. data.object.left = this.left;
  24116. data.object.right = this.right;
  24117. data.object.top = this.top;
  24118. data.object.bottom = this.bottom;
  24119. data.object.near = this.near;
  24120. data.object.far = this.far;
  24121. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  24122. return data;
  24123. }
  24124. } );
  24125. /**
  24126. * @author mrdoob / http://mrdoob.com/
  24127. */
  24128. function DirectionalLightShadow() {
  24129. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  24130. }
  24131. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  24132. constructor: DirectionalLightShadow,
  24133. isDirectionalLightShadow: true,
  24134. updateMatrices: function ( light ) {
  24135. LightShadow.prototype.updateMatrices.call( this, light );
  24136. }
  24137. } );
  24138. /**
  24139. * @author mrdoob / http://mrdoob.com/
  24140. * @author alteredq / http://alteredqualia.com/
  24141. */
  24142. function DirectionalLight( color, intensity ) {
  24143. Light.call( this, color, intensity );
  24144. this.type = 'DirectionalLight';
  24145. this.position.copy( Object3D.DefaultUp );
  24146. this.updateMatrix();
  24147. this.target = new Object3D();
  24148. this.shadow = new DirectionalLightShadow();
  24149. }
  24150. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24151. constructor: DirectionalLight,
  24152. isDirectionalLight: true,
  24153. copy: function ( source ) {
  24154. Light.prototype.copy.call( this, source );
  24155. this.target = source.target.clone();
  24156. this.shadow = source.shadow.clone();
  24157. return this;
  24158. }
  24159. } );
  24160. /**
  24161. * @author mrdoob / http://mrdoob.com/
  24162. */
  24163. function AmbientLight( color, intensity ) {
  24164. Light.call( this, color, intensity );
  24165. this.type = 'AmbientLight';
  24166. this.castShadow = undefined;
  24167. }
  24168. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24169. constructor: AmbientLight,
  24170. isAmbientLight: true
  24171. } );
  24172. /**
  24173. * @author abelnation / http://github.com/abelnation
  24174. */
  24175. function RectAreaLight( color, intensity, width, height ) {
  24176. Light.call( this, color, intensity );
  24177. this.type = 'RectAreaLight';
  24178. this.width = ( width !== undefined ) ? width : 10;
  24179. this.height = ( height !== undefined ) ? height : 10;
  24180. }
  24181. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24182. constructor: RectAreaLight,
  24183. isRectAreaLight: true,
  24184. copy: function ( source ) {
  24185. Light.prototype.copy.call( this, source );
  24186. this.width = source.width;
  24187. this.height = source.height;
  24188. return this;
  24189. },
  24190. toJSON: function ( meta ) {
  24191. var data = Light.prototype.toJSON.call( this, meta );
  24192. data.object.width = this.width;
  24193. data.object.height = this.height;
  24194. return data;
  24195. }
  24196. } );
  24197. /**
  24198. * @author bhouston / http://clara.io
  24199. * @author WestLangley / http://github.com/WestLangley
  24200. *
  24201. * Primary reference:
  24202. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24203. *
  24204. * Secondary reference:
  24205. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24206. */
  24207. // 3-band SH defined by 9 coefficients
  24208. function SphericalHarmonics3() {
  24209. this.coefficients = [];
  24210. for ( var i = 0; i < 9; i ++ ) {
  24211. this.coefficients.push( new Vector3() );
  24212. }
  24213. }
  24214. Object.assign( SphericalHarmonics3.prototype, {
  24215. isSphericalHarmonics3: true,
  24216. set: function ( coefficients ) {
  24217. for ( var i = 0; i < 9; i ++ ) {
  24218. this.coefficients[ i ].copy( coefficients[ i ] );
  24219. }
  24220. return this;
  24221. },
  24222. zero: function () {
  24223. for ( var i = 0; i < 9; i ++ ) {
  24224. this.coefficients[ i ].set( 0, 0, 0 );
  24225. }
  24226. return this;
  24227. },
  24228. // get the radiance in the direction of the normal
  24229. // target is a Vector3
  24230. getAt: function ( normal, target ) {
  24231. // normal is assumed to be unit length
  24232. var x = normal.x, y = normal.y, z = normal.z;
  24233. var coeff = this.coefficients;
  24234. // band 0
  24235. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24236. // band 1
  24237. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  24238. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  24239. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  24240. // band 2
  24241. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  24242. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  24243. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24244. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  24245. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24246. return target;
  24247. },
  24248. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24249. // target is a Vector3
  24250. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24251. getIrradianceAt: function ( normal, target ) {
  24252. // normal is assumed to be unit length
  24253. var x = normal.x, y = normal.y, z = normal.z;
  24254. var coeff = this.coefficients;
  24255. // band 0
  24256. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24257. // band 1
  24258. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24259. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  24260. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  24261. // band 2
  24262. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24263. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24264. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24265. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24266. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24267. return target;
  24268. },
  24269. add: function ( sh ) {
  24270. for ( var i = 0; i < 9; i ++ ) {
  24271. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24272. }
  24273. return this;
  24274. },
  24275. addScaledSH: function ( sh, s ) {
  24276. for ( var i = 0; i < 9; i ++ ) {
  24277. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  24278. }
  24279. return this;
  24280. },
  24281. scale: function ( s ) {
  24282. for ( var i = 0; i < 9; i ++ ) {
  24283. this.coefficients[ i ].multiplyScalar( s );
  24284. }
  24285. return this;
  24286. },
  24287. lerp: function ( sh, alpha ) {
  24288. for ( var i = 0; i < 9; i ++ ) {
  24289. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24290. }
  24291. return this;
  24292. },
  24293. equals: function ( sh ) {
  24294. for ( var i = 0; i < 9; i ++ ) {
  24295. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24296. return false;
  24297. }
  24298. }
  24299. return true;
  24300. },
  24301. copy: function ( sh ) {
  24302. return this.set( sh.coefficients );
  24303. },
  24304. clone: function () {
  24305. return new this.constructor().copy( this );
  24306. },
  24307. fromArray: function ( array, offset ) {
  24308. if ( offset === undefined ) { offset = 0; }
  24309. var coefficients = this.coefficients;
  24310. for ( var i = 0; i < 9; i ++ ) {
  24311. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24312. }
  24313. return this;
  24314. },
  24315. toArray: function ( array, offset ) {
  24316. if ( array === undefined ) { array = []; }
  24317. if ( offset === undefined ) { offset = 0; }
  24318. var coefficients = this.coefficients;
  24319. for ( var i = 0; i < 9; i ++ ) {
  24320. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24321. }
  24322. return array;
  24323. }
  24324. } );
  24325. Object.assign( SphericalHarmonics3, {
  24326. // evaluate the basis functions
  24327. // shBasis is an Array[ 9 ]
  24328. getBasisAt: function ( normal, shBasis ) {
  24329. // normal is assumed to be unit length
  24330. var x = normal.x, y = normal.y, z = normal.z;
  24331. // band 0
  24332. shBasis[ 0 ] = 0.282095;
  24333. // band 1
  24334. shBasis[ 1 ] = 0.488603 * y;
  24335. shBasis[ 2 ] = 0.488603 * z;
  24336. shBasis[ 3 ] = 0.488603 * x;
  24337. // band 2
  24338. shBasis[ 4 ] = 1.092548 * x * y;
  24339. shBasis[ 5 ] = 1.092548 * y * z;
  24340. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24341. shBasis[ 7 ] = 1.092548 * x * z;
  24342. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24343. }
  24344. } );
  24345. /**
  24346. * @author WestLangley / http://github.com/WestLangley
  24347. *
  24348. * A LightProbe is a source of indirect-diffuse light
  24349. */
  24350. function LightProbe( sh, intensity ) {
  24351. Light.call( this, undefined, intensity );
  24352. this.type = 'LightProbe';
  24353. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24354. }
  24355. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24356. constructor: LightProbe,
  24357. isLightProbe: true,
  24358. copy: function ( source ) {
  24359. Light.prototype.copy.call( this, source );
  24360. this.sh.copy( source.sh );
  24361. return this;
  24362. },
  24363. fromJSON: function ( json ) {
  24364. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24365. this.sh.fromArray( json.sh );
  24366. return this;
  24367. },
  24368. toJSON: function ( meta ) {
  24369. var data = Light.prototype.toJSON.call( this, meta );
  24370. data.object.sh = this.sh.toArray();
  24371. return data;
  24372. }
  24373. } );
  24374. /**
  24375. * @author mrdoob / http://mrdoob.com/
  24376. */
  24377. function MaterialLoader( manager ) {
  24378. Loader.call( this, manager );
  24379. this.textures = {};
  24380. }
  24381. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24382. constructor: MaterialLoader,
  24383. load: function ( url, onLoad, onProgress, onError ) {
  24384. var scope = this;
  24385. var loader = new FileLoader( scope.manager );
  24386. loader.setPath( scope.path );
  24387. loader.setRequestHeader( scope.requestHeader );
  24388. loader.load( url, function ( text ) {
  24389. try {
  24390. onLoad( scope.parse( JSON.parse( text ) ) );
  24391. } catch ( e ) {
  24392. if ( onError ) {
  24393. onError( e );
  24394. } else {
  24395. console.error( e );
  24396. }
  24397. scope.manager.itemError( url );
  24398. }
  24399. }, onProgress, onError );
  24400. },
  24401. parse: function ( json ) {
  24402. var textures = this.textures;
  24403. function getTexture( name ) {
  24404. if ( textures[ name ] === undefined ) {
  24405. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24406. }
  24407. return textures[ name ];
  24408. }
  24409. var material = new Materials[ json.type ]();
  24410. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24411. if ( json.name !== undefined ) { material.name = json.name; }
  24412. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24413. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24414. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24415. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24416. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24417. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24418. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24419. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24420. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24421. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24422. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24423. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24424. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24425. if ( json.side !== undefined ) { material.side = json.side; }
  24426. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24427. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24428. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24429. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24430. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24431. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24432. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24433. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24434. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24435. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24436. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24437. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24438. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24439. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24440. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24441. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24442. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24443. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24444. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24445. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24446. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24447. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24448. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24449. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24450. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24451. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24452. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24453. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24454. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24455. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24456. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24457. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24458. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24459. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24460. if ( json.vertexColors !== undefined ) {
  24461. if ( typeof json.vertexColors === 'number' ) {
  24462. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24463. } else {
  24464. material.vertexColors = json.vertexColors;
  24465. }
  24466. }
  24467. // Shader Material
  24468. if ( json.uniforms !== undefined ) {
  24469. for ( var name in json.uniforms ) {
  24470. var uniform = json.uniforms[ name ];
  24471. material.uniforms[ name ] = {};
  24472. switch ( uniform.type ) {
  24473. case 't':
  24474. material.uniforms[ name ].value = getTexture( uniform.value );
  24475. break;
  24476. case 'c':
  24477. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24478. break;
  24479. case 'v2':
  24480. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24481. break;
  24482. case 'v3':
  24483. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24484. break;
  24485. case 'v4':
  24486. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24487. break;
  24488. case 'm3':
  24489. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24490. case 'm4':
  24491. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24492. break;
  24493. default:
  24494. material.uniforms[ name ].value = uniform.value;
  24495. }
  24496. }
  24497. }
  24498. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24499. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24500. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24501. if ( json.extensions !== undefined ) {
  24502. for ( var key in json.extensions ) {
  24503. material.extensions[ key ] = json.extensions[ key ];
  24504. }
  24505. }
  24506. // Deprecated
  24507. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24508. // for PointsMaterial
  24509. if ( json.size !== undefined ) { material.size = json.size; }
  24510. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24511. // maps
  24512. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24513. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24514. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24515. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24516. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24517. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24518. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24519. if ( json.normalScale !== undefined ) {
  24520. var normalScale = json.normalScale;
  24521. if ( Array.isArray( normalScale ) === false ) {
  24522. // Blender exporter used to export a scalar. See #7459
  24523. normalScale = [ normalScale, normalScale ];
  24524. }
  24525. material.normalScale = new Vector2().fromArray( normalScale );
  24526. }
  24527. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24528. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24529. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24530. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24531. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24532. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24533. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24534. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24535. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24536. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24537. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24538. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24539. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24540. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24541. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24542. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24543. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24544. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24545. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24546. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24547. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24548. if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
  24549. if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
  24550. return material;
  24551. },
  24552. setTextures: function ( value ) {
  24553. this.textures = value;
  24554. return this;
  24555. }
  24556. } );
  24557. /**
  24558. * @author Don McCurdy / https://www.donmccurdy.com
  24559. */
  24560. var LoaderUtils = {
  24561. decodeText: function ( array ) {
  24562. if ( typeof TextDecoder !== 'undefined' ) {
  24563. return new TextDecoder().decode( array );
  24564. }
  24565. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24566. // throws a "maximum call stack size exceeded" error for large arrays.
  24567. var s = '';
  24568. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24569. // Implicitly assumes little-endian.
  24570. s += String.fromCharCode( array[ i ] );
  24571. }
  24572. try {
  24573. // merges multi-byte utf-8 characters.
  24574. return decodeURIComponent( escape( s ) );
  24575. } catch ( e ) { // see #16358
  24576. return s;
  24577. }
  24578. },
  24579. extractUrlBase: function ( url ) {
  24580. var index = url.lastIndexOf( '/' );
  24581. if ( index === - 1 ) { return './'; }
  24582. return url.substr( 0, index + 1 );
  24583. }
  24584. };
  24585. /**
  24586. * @author benaadams / https://twitter.com/ben_a_adams
  24587. */
  24588. function InstancedBufferGeometry() {
  24589. BufferGeometry.call( this );
  24590. this.type = 'InstancedBufferGeometry';
  24591. this.instanceCount = Infinity;
  24592. }
  24593. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24594. constructor: InstancedBufferGeometry,
  24595. isInstancedBufferGeometry: true,
  24596. copy: function ( source ) {
  24597. BufferGeometry.prototype.copy.call( this, source );
  24598. this.instanceCount = source.instanceCount;
  24599. return this;
  24600. },
  24601. clone: function () {
  24602. return new this.constructor().copy( this );
  24603. },
  24604. toJSON: function () {
  24605. var data = BufferGeometry.prototype.toJSON.call( this );
  24606. data.instanceCount = this.instanceCount;
  24607. data.isInstancedBufferGeometry = true;
  24608. return data;
  24609. }
  24610. } );
  24611. /**
  24612. * @author benaadams / https://twitter.com/ben_a_adams
  24613. */
  24614. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24615. if ( typeof ( normalized ) === 'number' ) {
  24616. meshPerAttribute = normalized;
  24617. normalized = false;
  24618. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24619. }
  24620. BufferAttribute.call( this, array, itemSize, normalized );
  24621. this.meshPerAttribute = meshPerAttribute || 1;
  24622. }
  24623. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24624. constructor: InstancedBufferAttribute,
  24625. isInstancedBufferAttribute: true,
  24626. copy: function ( source ) {
  24627. BufferAttribute.prototype.copy.call( this, source );
  24628. this.meshPerAttribute = source.meshPerAttribute;
  24629. return this;
  24630. },
  24631. toJSON: function () {
  24632. var data = BufferAttribute.prototype.toJSON.call( this );
  24633. data.meshPerAttribute = this.meshPerAttribute;
  24634. data.isInstancedBufferAttribute = true;
  24635. return data;
  24636. }
  24637. } );
  24638. /**
  24639. * @author mrdoob / http://mrdoob.com/
  24640. */
  24641. function BufferGeometryLoader( manager ) {
  24642. Loader.call( this, manager );
  24643. }
  24644. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24645. constructor: BufferGeometryLoader,
  24646. load: function ( url, onLoad, onProgress, onError ) {
  24647. var scope = this;
  24648. var loader = new FileLoader( scope.manager );
  24649. loader.setPath( scope.path );
  24650. loader.setRequestHeader( scope.requestHeader );
  24651. loader.load( url, function ( text ) {
  24652. try {
  24653. onLoad( scope.parse( JSON.parse( text ) ) );
  24654. } catch ( e ) {
  24655. if ( onError ) {
  24656. onError( e );
  24657. } else {
  24658. console.error( e );
  24659. }
  24660. scope.manager.itemError( url );
  24661. }
  24662. }, onProgress, onError );
  24663. },
  24664. parse: function ( json ) {
  24665. var interleavedBufferMap = {};
  24666. var arrayBufferMap = {};
  24667. function getInterleavedBuffer( json, uuid ) {
  24668. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24669. var interleavedBuffers = json.interleavedBuffers;
  24670. var interleavedBuffer = interleavedBuffers[ uuid ];
  24671. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24672. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24673. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24674. ib.uuid = interleavedBuffer.uuid;
  24675. interleavedBufferMap[ uuid ] = ib;
  24676. return ib;
  24677. }
  24678. function getArrayBuffer( json, uuid ) {
  24679. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24680. var arrayBuffers = json.arrayBuffers;
  24681. var arrayBuffer = arrayBuffers[ uuid ];
  24682. var ab = new Uint32Array( arrayBuffer ).buffer;
  24683. arrayBufferMap[ uuid ] = ab;
  24684. return ab;
  24685. }
  24686. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24687. var index = json.data.index;
  24688. if ( index !== undefined ) {
  24689. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24690. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24691. }
  24692. var attributes = json.data.attributes;
  24693. for ( var key in attributes ) {
  24694. var attribute = attributes[ key ];
  24695. var bufferAttribute = (void 0);
  24696. if ( attribute.isInterleavedBufferAttribute ) {
  24697. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24698. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24699. } else {
  24700. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24701. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24702. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24703. }
  24704. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24705. geometry.setAttribute( key, bufferAttribute );
  24706. }
  24707. var morphAttributes = json.data.morphAttributes;
  24708. if ( morphAttributes ) {
  24709. for ( var key$1 in morphAttributes ) {
  24710. var attributeArray = morphAttributes[ key$1 ];
  24711. var array = [];
  24712. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24713. var attribute$1 = attributeArray[ i ];
  24714. var bufferAttribute$1 = (void 0);
  24715. if ( attribute$1.isInterleavedBufferAttribute ) {
  24716. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24717. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24718. } else {
  24719. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24720. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24721. }
  24722. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24723. array.push( bufferAttribute$1 );
  24724. }
  24725. geometry.morphAttributes[ key$1 ] = array;
  24726. }
  24727. }
  24728. var morphTargetsRelative = json.data.morphTargetsRelative;
  24729. if ( morphTargetsRelative ) {
  24730. geometry.morphTargetsRelative = true;
  24731. }
  24732. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24733. if ( groups !== undefined ) {
  24734. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24735. var group = groups[ i$1 ];
  24736. geometry.addGroup( group.start, group.count, group.materialIndex );
  24737. }
  24738. }
  24739. var boundingSphere = json.data.boundingSphere;
  24740. if ( boundingSphere !== undefined ) {
  24741. var center = new Vector3();
  24742. if ( boundingSphere.center !== undefined ) {
  24743. center.fromArray( boundingSphere.center );
  24744. }
  24745. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24746. }
  24747. if ( json.name ) { geometry.name = json.name; }
  24748. if ( json.userData ) { geometry.userData = json.userData; }
  24749. return geometry;
  24750. }
  24751. } );
  24752. var TYPED_ARRAYS = {
  24753. Int8Array: Int8Array,
  24754. Uint8Array: Uint8Array,
  24755. // Workaround for IE11 pre KB2929437. See #11440
  24756. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24757. Int16Array: Int16Array,
  24758. Uint16Array: Uint16Array,
  24759. Int32Array: Int32Array,
  24760. Uint32Array: Uint32Array,
  24761. Float32Array: Float32Array,
  24762. Float64Array: Float64Array
  24763. };
  24764. /**
  24765. * @author mrdoob / http://mrdoob.com/
  24766. */
  24767. function ObjectLoader( manager ) {
  24768. Loader.call( this, manager );
  24769. }
  24770. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24771. constructor: ObjectLoader,
  24772. load: function ( url, onLoad, onProgress, onError ) {
  24773. var scope = this;
  24774. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24775. this.resourcePath = this.resourcePath || path;
  24776. var loader = new FileLoader( scope.manager );
  24777. loader.setPath( this.path );
  24778. loader.setRequestHeader( this.requestHeader );
  24779. loader.load( url, function ( text ) {
  24780. var json = null;
  24781. try {
  24782. json = JSON.parse( text );
  24783. } catch ( error ) {
  24784. if ( onError !== undefined ) { onError( error ); }
  24785. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24786. return;
  24787. }
  24788. var metadata = json.metadata;
  24789. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24790. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24791. return;
  24792. }
  24793. scope.parse( json, onLoad );
  24794. }, onProgress, onError );
  24795. },
  24796. parse: function ( json, onLoad ) {
  24797. var shapes = this.parseShape( json.shapes );
  24798. var geometries = this.parseGeometries( json.geometries, shapes );
  24799. var images = this.parseImages( json.images, function () {
  24800. if ( onLoad !== undefined ) { onLoad( object ); }
  24801. } );
  24802. var textures = this.parseTextures( json.textures, images );
  24803. var materials = this.parseMaterials( json.materials, textures );
  24804. var object = this.parseObject( json.object, geometries, materials );
  24805. if ( json.animations ) {
  24806. object.animations = this.parseAnimations( json.animations );
  24807. }
  24808. if ( json.images === undefined || json.images.length === 0 ) {
  24809. if ( onLoad !== undefined ) { onLoad( object ); }
  24810. }
  24811. return object;
  24812. },
  24813. parseShape: function ( json ) {
  24814. var shapes = {};
  24815. if ( json !== undefined ) {
  24816. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24817. var shape = new Shape().fromJSON( json[ i ] );
  24818. shapes[ shape.uuid ] = shape;
  24819. }
  24820. }
  24821. return shapes;
  24822. },
  24823. parseGeometries: function ( json, shapes ) {
  24824. var geometries = {};
  24825. var geometryShapes;
  24826. if ( json !== undefined ) {
  24827. var bufferGeometryLoader = new BufferGeometryLoader();
  24828. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24829. var geometry = (void 0);
  24830. var data = json[ i ];
  24831. switch ( data.type ) {
  24832. case 'PlaneGeometry':
  24833. case 'PlaneBufferGeometry':
  24834. geometry = new Geometries[ data.type ](
  24835. data.width,
  24836. data.height,
  24837. data.widthSegments,
  24838. data.heightSegments
  24839. );
  24840. break;
  24841. case 'BoxGeometry':
  24842. case 'BoxBufferGeometry':
  24843. case 'CubeGeometry': // backwards compatible
  24844. geometry = new Geometries[ data.type ](
  24845. data.width,
  24846. data.height,
  24847. data.depth,
  24848. data.widthSegments,
  24849. data.heightSegments,
  24850. data.depthSegments
  24851. );
  24852. break;
  24853. case 'CircleGeometry':
  24854. case 'CircleBufferGeometry':
  24855. geometry = new Geometries[ data.type ](
  24856. data.radius,
  24857. data.segments,
  24858. data.thetaStart,
  24859. data.thetaLength
  24860. );
  24861. break;
  24862. case 'CylinderGeometry':
  24863. case 'CylinderBufferGeometry':
  24864. geometry = new Geometries[ data.type ](
  24865. data.radiusTop,
  24866. data.radiusBottom,
  24867. data.height,
  24868. data.radialSegments,
  24869. data.heightSegments,
  24870. data.openEnded,
  24871. data.thetaStart,
  24872. data.thetaLength
  24873. );
  24874. break;
  24875. case 'ConeGeometry':
  24876. case 'ConeBufferGeometry':
  24877. geometry = new Geometries[ data.type ](
  24878. data.radius,
  24879. data.height,
  24880. data.radialSegments,
  24881. data.heightSegments,
  24882. data.openEnded,
  24883. data.thetaStart,
  24884. data.thetaLength
  24885. );
  24886. break;
  24887. case 'SphereGeometry':
  24888. case 'SphereBufferGeometry':
  24889. geometry = new Geometries[ data.type ](
  24890. data.radius,
  24891. data.widthSegments,
  24892. data.heightSegments,
  24893. data.phiStart,
  24894. data.phiLength,
  24895. data.thetaStart,
  24896. data.thetaLength
  24897. );
  24898. break;
  24899. case 'DodecahedronGeometry':
  24900. case 'DodecahedronBufferGeometry':
  24901. case 'IcosahedronGeometry':
  24902. case 'IcosahedronBufferGeometry':
  24903. case 'OctahedronGeometry':
  24904. case 'OctahedronBufferGeometry':
  24905. case 'TetrahedronGeometry':
  24906. case 'TetrahedronBufferGeometry':
  24907. geometry = new Geometries[ data.type ](
  24908. data.radius,
  24909. data.detail
  24910. );
  24911. break;
  24912. case 'RingGeometry':
  24913. case 'RingBufferGeometry':
  24914. geometry = new Geometries[ data.type ](
  24915. data.innerRadius,
  24916. data.outerRadius,
  24917. data.thetaSegments,
  24918. data.phiSegments,
  24919. data.thetaStart,
  24920. data.thetaLength
  24921. );
  24922. break;
  24923. case 'TorusGeometry':
  24924. case 'TorusBufferGeometry':
  24925. geometry = new Geometries[ data.type ](
  24926. data.radius,
  24927. data.tube,
  24928. data.radialSegments,
  24929. data.tubularSegments,
  24930. data.arc
  24931. );
  24932. break;
  24933. case 'TorusKnotGeometry':
  24934. case 'TorusKnotBufferGeometry':
  24935. geometry = new Geometries[ data.type ](
  24936. data.radius,
  24937. data.tube,
  24938. data.tubularSegments,
  24939. data.radialSegments,
  24940. data.p,
  24941. data.q
  24942. );
  24943. break;
  24944. case 'TubeGeometry':
  24945. case 'TubeBufferGeometry':
  24946. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24947. // User defined curves or instances of CurvePath will not be deserialized.
  24948. geometry = new Geometries[ data.type ](
  24949. new Curves[ data.path.type ]().fromJSON( data.path ),
  24950. data.tubularSegments,
  24951. data.radius,
  24952. data.radialSegments,
  24953. data.closed
  24954. );
  24955. break;
  24956. case 'LatheGeometry':
  24957. case 'LatheBufferGeometry':
  24958. geometry = new Geometries[ data.type ](
  24959. data.points,
  24960. data.segments,
  24961. data.phiStart,
  24962. data.phiLength
  24963. );
  24964. break;
  24965. case 'PolyhedronGeometry':
  24966. case 'PolyhedronBufferGeometry':
  24967. geometry = new Geometries[ data.type ](
  24968. data.vertices,
  24969. data.indices,
  24970. data.radius,
  24971. data.details
  24972. );
  24973. break;
  24974. case 'ShapeGeometry':
  24975. case 'ShapeBufferGeometry':
  24976. geometryShapes = [];
  24977. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24978. var shape = shapes[ data.shapes[ j ] ];
  24979. geometryShapes.push( shape );
  24980. }
  24981. geometry = new Geometries[ data.type ](
  24982. geometryShapes,
  24983. data.curveSegments
  24984. );
  24985. break;
  24986. case 'ExtrudeGeometry':
  24987. case 'ExtrudeBufferGeometry':
  24988. geometryShapes = [];
  24989. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24990. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24991. geometryShapes.push( shape$1 );
  24992. }
  24993. var extrudePath = data.options.extrudePath;
  24994. if ( extrudePath !== undefined ) {
  24995. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24996. }
  24997. geometry = new Geometries[ data.type ](
  24998. geometryShapes,
  24999. data.options
  25000. );
  25001. break;
  25002. case 'BufferGeometry':
  25003. case 'InstancedBufferGeometry':
  25004. geometry = bufferGeometryLoader.parse( data );
  25005. break;
  25006. case 'Geometry':
  25007. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  25008. break;
  25009. default:
  25010. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  25011. continue;
  25012. }
  25013. geometry.uuid = data.uuid;
  25014. if ( data.name !== undefined ) { geometry.name = data.name; }
  25015. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  25016. geometries[ data.uuid ] = geometry;
  25017. }
  25018. }
  25019. return geometries;
  25020. },
  25021. parseMaterials: function ( json, textures ) {
  25022. var cache = {}; // MultiMaterial
  25023. var materials = {};
  25024. if ( json !== undefined ) {
  25025. var loader = new MaterialLoader();
  25026. loader.setTextures( textures );
  25027. for ( var i = 0, l = json.length; i < l; i ++ ) {
  25028. var data = json[ i ];
  25029. if ( data.type === 'MultiMaterial' ) {
  25030. // Deprecated
  25031. var array = [];
  25032. for ( var j = 0; j < data.materials.length; j ++ ) {
  25033. var material = data.materials[ j ];
  25034. if ( cache[ material.uuid ] === undefined ) {
  25035. cache[ material.uuid ] = loader.parse( material );
  25036. }
  25037. array.push( cache[ material.uuid ] );
  25038. }
  25039. materials[ data.uuid ] = array;
  25040. } else {
  25041. if ( cache[ data.uuid ] === undefined ) {
  25042. cache[ data.uuid ] = loader.parse( data );
  25043. }
  25044. materials[ data.uuid ] = cache[ data.uuid ];
  25045. }
  25046. }
  25047. }
  25048. return materials;
  25049. },
  25050. parseAnimations: function ( json ) {
  25051. var animations = [];
  25052. for ( var i = 0; i < json.length; i ++ ) {
  25053. var data = json[ i ];
  25054. var clip = AnimationClip.parse( data );
  25055. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  25056. animations.push( clip );
  25057. }
  25058. return animations;
  25059. },
  25060. parseImages: function ( json, onLoad ) {
  25061. var scope = this;
  25062. var images = {};
  25063. var loader;
  25064. function loadImage( url ) {
  25065. scope.manager.itemStart( url );
  25066. return loader.load( url, function () {
  25067. scope.manager.itemEnd( url );
  25068. }, undefined, function () {
  25069. scope.manager.itemError( url );
  25070. scope.manager.itemEnd( url );
  25071. } );
  25072. }
  25073. if ( json !== undefined && json.length > 0 ) {
  25074. var manager = new LoadingManager( onLoad );
  25075. loader = new ImageLoader( manager );
  25076. loader.setCrossOrigin( this.crossOrigin );
  25077. for ( var i = 0, il = json.length; i < il; i ++ ) {
  25078. var image = json[ i ];
  25079. var url = image.url;
  25080. if ( Array.isArray( url ) ) {
  25081. // load array of images e.g CubeTexture
  25082. images[ image.uuid ] = [];
  25083. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  25084. var currentUrl = url[ j ];
  25085. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  25086. images[ image.uuid ].push( loadImage( path ) );
  25087. }
  25088. } else {
  25089. // load single image
  25090. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  25091. images[ image.uuid ] = loadImage( path$1 );
  25092. }
  25093. }
  25094. }
  25095. return images;
  25096. },
  25097. parseTextures: function ( json, images ) {
  25098. function parseConstant( value, type ) {
  25099. if ( typeof value === 'number' ) { return value; }
  25100. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  25101. return type[ value ];
  25102. }
  25103. var textures = {};
  25104. if ( json !== undefined ) {
  25105. for ( var i = 0, l = json.length; i < l; i ++ ) {
  25106. var data = json[ i ];
  25107. if ( data.image === undefined ) {
  25108. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  25109. }
  25110. if ( images[ data.image ] === undefined ) {
  25111. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  25112. }
  25113. var texture = (void 0);
  25114. if ( Array.isArray( images[ data.image ] ) ) {
  25115. texture = new CubeTexture( images[ data.image ] );
  25116. } else {
  25117. texture = new Texture( images[ data.image ] );
  25118. }
  25119. texture.needsUpdate = true;
  25120. texture.uuid = data.uuid;
  25121. if ( data.name !== undefined ) { texture.name = data.name; }
  25122. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  25123. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  25124. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  25125. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  25126. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  25127. if ( data.wrap !== undefined ) {
  25128. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  25129. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  25130. }
  25131. if ( data.format !== undefined ) { texture.format = data.format; }
  25132. if ( data.type !== undefined ) { texture.type = data.type; }
  25133. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  25134. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  25135. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  25136. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  25137. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  25138. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  25139. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  25140. textures[ data.uuid ] = texture;
  25141. }
  25142. }
  25143. return textures;
  25144. },
  25145. parseObject: function ( data, geometries, materials ) {
  25146. var object;
  25147. function getGeometry( name ) {
  25148. if ( geometries[ name ] === undefined ) {
  25149. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  25150. }
  25151. return geometries[ name ];
  25152. }
  25153. function getMaterial( name ) {
  25154. if ( name === undefined ) { return undefined; }
  25155. if ( Array.isArray( name ) ) {
  25156. var array = [];
  25157. for ( var i = 0, l = name.length; i < l; i ++ ) {
  25158. var uuid = name[ i ];
  25159. if ( materials[ uuid ] === undefined ) {
  25160. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  25161. }
  25162. array.push( materials[ uuid ] );
  25163. }
  25164. return array;
  25165. }
  25166. if ( materials[ name ] === undefined ) {
  25167. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  25168. }
  25169. return materials[ name ];
  25170. }
  25171. var geometry, material;
  25172. switch ( data.type ) {
  25173. case 'Scene':
  25174. object = new Scene();
  25175. if ( data.background !== undefined ) {
  25176. if ( Number.isInteger( data.background ) ) {
  25177. object.background = new Color( data.background );
  25178. }
  25179. }
  25180. if ( data.fog !== undefined ) {
  25181. if ( data.fog.type === 'Fog' ) {
  25182. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  25183. } else if ( data.fog.type === 'FogExp2' ) {
  25184. object.fog = new FogExp2( data.fog.color, data.fog.density );
  25185. }
  25186. }
  25187. break;
  25188. case 'PerspectiveCamera':
  25189. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  25190. if ( data.focus !== undefined ) { object.focus = data.focus; }
  25191. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25192. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  25193. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  25194. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25195. break;
  25196. case 'OrthographicCamera':
  25197. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  25198. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25199. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25200. break;
  25201. case 'AmbientLight':
  25202. object = new AmbientLight( data.color, data.intensity );
  25203. break;
  25204. case 'DirectionalLight':
  25205. object = new DirectionalLight( data.color, data.intensity );
  25206. break;
  25207. case 'PointLight':
  25208. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  25209. break;
  25210. case 'RectAreaLight':
  25211. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  25212. break;
  25213. case 'SpotLight':
  25214. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  25215. break;
  25216. case 'HemisphereLight':
  25217. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  25218. break;
  25219. case 'LightProbe':
  25220. object = new LightProbe().fromJSON( data );
  25221. break;
  25222. case 'SkinnedMesh':
  25223. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  25224. case 'Mesh':
  25225. geometry = getGeometry( data.geometry );
  25226. material = getMaterial( data.material );
  25227. object = new Mesh( geometry, material );
  25228. break;
  25229. case 'InstancedMesh':
  25230. geometry = getGeometry( data.geometry );
  25231. material = getMaterial( data.material );
  25232. var count = data.count;
  25233. var instanceMatrix = data.instanceMatrix;
  25234. object = new InstancedMesh( geometry, material, count );
  25235. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  25236. break;
  25237. case 'LOD':
  25238. object = new LOD();
  25239. break;
  25240. case 'Line':
  25241. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  25242. break;
  25243. case 'LineLoop':
  25244. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  25245. break;
  25246. case 'LineSegments':
  25247. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  25248. break;
  25249. case 'PointCloud':
  25250. case 'Points':
  25251. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  25252. break;
  25253. case 'Sprite':
  25254. object = new Sprite( getMaterial( data.material ) );
  25255. break;
  25256. case 'Group':
  25257. object = new Group();
  25258. break;
  25259. default:
  25260. object = new Object3D();
  25261. }
  25262. object.uuid = data.uuid;
  25263. if ( data.name !== undefined ) { object.name = data.name; }
  25264. if ( data.matrix !== undefined ) {
  25265. object.matrix.fromArray( data.matrix );
  25266. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  25267. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  25268. } else {
  25269. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  25270. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  25271. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  25272. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  25273. }
  25274. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  25275. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  25276. if ( data.shadow ) {
  25277. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  25278. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  25279. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  25280. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  25281. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  25282. }
  25283. if ( data.visible !== undefined ) { object.visible = data.visible; }
  25284. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  25285. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  25286. if ( data.userData !== undefined ) { object.userData = data.userData; }
  25287. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  25288. if ( data.children !== undefined ) {
  25289. var children = data.children;
  25290. for ( var i = 0; i < children.length; i ++ ) {
  25291. object.add( this.parseObject( children[ i ], geometries, materials ) );
  25292. }
  25293. }
  25294. if ( data.type === 'LOD' ) {
  25295. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  25296. var levels = data.levels;
  25297. for ( var l = 0; l < levels.length; l ++ ) {
  25298. var level = levels[ l ];
  25299. var child = object.getObjectByProperty( 'uuid', level.object );
  25300. if ( child !== undefined ) {
  25301. object.addLevel( child, level.distance );
  25302. }
  25303. }
  25304. }
  25305. return object;
  25306. }
  25307. } );
  25308. var TEXTURE_MAPPING = {
  25309. UVMapping: UVMapping,
  25310. CubeReflectionMapping: CubeReflectionMapping,
  25311. CubeRefractionMapping: CubeRefractionMapping,
  25312. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25313. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25314. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25315. CubeUVRefractionMapping: CubeUVRefractionMapping
  25316. };
  25317. var TEXTURE_WRAPPING = {
  25318. RepeatWrapping: RepeatWrapping,
  25319. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25320. MirroredRepeatWrapping: MirroredRepeatWrapping
  25321. };
  25322. var TEXTURE_FILTER = {
  25323. NearestFilter: NearestFilter,
  25324. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25325. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25326. LinearFilter: LinearFilter,
  25327. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25328. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25329. };
  25330. /**
  25331. * @author thespite / http://clicktorelease.com/
  25332. */
  25333. function ImageBitmapLoader( manager ) {
  25334. if ( typeof createImageBitmap === 'undefined' ) {
  25335. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25336. }
  25337. if ( typeof fetch === 'undefined' ) {
  25338. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25339. }
  25340. Loader.call( this, manager );
  25341. this.options = { premultiplyAlpha: 'none' };
  25342. }
  25343. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25344. constructor: ImageBitmapLoader,
  25345. isImageBitmapLoader: true,
  25346. setOptions: function setOptions( options ) {
  25347. this.options = options;
  25348. return this;
  25349. },
  25350. load: function ( url, onLoad, onProgress, onError ) {
  25351. if ( url === undefined ) { url = ''; }
  25352. if ( this.path !== undefined ) { url = this.path + url; }
  25353. url = this.manager.resolveURL( url );
  25354. var scope = this;
  25355. var cached = Cache.get( url );
  25356. if ( cached !== undefined ) {
  25357. scope.manager.itemStart( url );
  25358. setTimeout( function () {
  25359. if ( onLoad ) { onLoad( cached ); }
  25360. scope.manager.itemEnd( url );
  25361. }, 0 );
  25362. return cached;
  25363. }
  25364. fetch( url ).then( function ( res ) {
  25365. return res.blob();
  25366. } ).then( function ( blob ) {
  25367. return createImageBitmap( blob, scope.options );
  25368. } ).then( function ( imageBitmap ) {
  25369. Cache.add( url, imageBitmap );
  25370. if ( onLoad ) { onLoad( imageBitmap ); }
  25371. scope.manager.itemEnd( url );
  25372. } ).catch( function ( e ) {
  25373. if ( onError ) { onError( e ); }
  25374. scope.manager.itemError( url );
  25375. scope.manager.itemEnd( url );
  25376. } );
  25377. scope.manager.itemStart( url );
  25378. }
  25379. } );
  25380. /**
  25381. * @author zz85 / http://www.lab4games.net/zz85/blog
  25382. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25383. **/
  25384. function ShapePath() {
  25385. this.type = 'ShapePath';
  25386. this.color = new Color();
  25387. this.subPaths = [];
  25388. this.currentPath = null;
  25389. }
  25390. Object.assign( ShapePath.prototype, {
  25391. moveTo: function ( x, y ) {
  25392. this.currentPath = new Path();
  25393. this.subPaths.push( this.currentPath );
  25394. this.currentPath.moveTo( x, y );
  25395. return this;
  25396. },
  25397. lineTo: function ( x, y ) {
  25398. this.currentPath.lineTo( x, y );
  25399. return this;
  25400. },
  25401. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25402. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25403. return this;
  25404. },
  25405. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25406. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25407. return this;
  25408. },
  25409. splineThru: function ( pts ) {
  25410. this.currentPath.splineThru( pts );
  25411. return this;
  25412. },
  25413. toShapes: function ( isCCW, noHoles ) {
  25414. function toShapesNoHoles( inSubpaths ) {
  25415. var shapes = [];
  25416. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25417. var tmpPath = inSubpaths[ i ];
  25418. var tmpShape = new Shape();
  25419. tmpShape.curves = tmpPath.curves;
  25420. shapes.push( tmpShape );
  25421. }
  25422. return shapes;
  25423. }
  25424. function isPointInsidePolygon( inPt, inPolygon ) {
  25425. var polyLen = inPolygon.length;
  25426. // inPt on polygon contour => immediate success or
  25427. // toggling of inside/outside at every single! intersection point of an edge
  25428. // with the horizontal line through inPt, left of inPt
  25429. // not counting lowerY endpoints of edges and whole edges on that line
  25430. var inside = false;
  25431. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25432. var edgeLowPt = inPolygon[ p ];
  25433. var edgeHighPt = inPolygon[ q ];
  25434. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25435. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25436. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25437. // not parallel
  25438. if ( edgeDy < 0 ) {
  25439. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25440. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25441. }
  25442. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25443. if ( inPt.y === edgeLowPt.y ) {
  25444. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25445. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25446. } else {
  25447. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25448. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25449. if ( perpEdge < 0 ) { continue; }
  25450. inside = ! inside; // true intersection left of inPt
  25451. }
  25452. } else {
  25453. // parallel or collinear
  25454. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25455. // edge lies on the same horizontal line as inPt
  25456. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25457. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25458. // continue;
  25459. }
  25460. }
  25461. return inside;
  25462. }
  25463. var isClockWise = ShapeUtils.isClockWise;
  25464. var subPaths = this.subPaths;
  25465. if ( subPaths.length === 0 ) { return []; }
  25466. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25467. var solid, tmpPath, tmpShape, shapes = [];
  25468. if ( subPaths.length === 1 ) {
  25469. tmpPath = subPaths[ 0 ];
  25470. tmpShape = new Shape();
  25471. tmpShape.curves = tmpPath.curves;
  25472. shapes.push( tmpShape );
  25473. return shapes;
  25474. }
  25475. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25476. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25477. // console.log("Holes first", holesFirst);
  25478. var betterShapeHoles = [];
  25479. var newShapes = [];
  25480. var newShapeHoles = [];
  25481. var mainIdx = 0;
  25482. var tmpPoints;
  25483. newShapes[ mainIdx ] = undefined;
  25484. newShapeHoles[ mainIdx ] = [];
  25485. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25486. tmpPath = subPaths[ i ];
  25487. tmpPoints = tmpPath.getPoints();
  25488. solid = isClockWise( tmpPoints );
  25489. solid = isCCW ? ! solid : solid;
  25490. if ( solid ) {
  25491. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25492. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25493. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25494. if ( holesFirst ) { mainIdx ++; }
  25495. newShapeHoles[ mainIdx ] = [];
  25496. //console.log('cw', i);
  25497. } else {
  25498. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25499. //console.log('ccw', i);
  25500. }
  25501. }
  25502. // only Holes? -> probably all Shapes with wrong orientation
  25503. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25504. if ( newShapes.length > 1 ) {
  25505. var ambiguous = false;
  25506. var toChange = [];
  25507. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25508. betterShapeHoles[ sIdx ] = [];
  25509. }
  25510. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25511. var sho = newShapeHoles[ sIdx$1 ];
  25512. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25513. var ho = sho[ hIdx ];
  25514. var hole_unassigned = true;
  25515. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25516. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25517. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25518. if ( hole_unassigned ) {
  25519. hole_unassigned = false;
  25520. betterShapeHoles[ s2Idx ].push( ho );
  25521. } else {
  25522. ambiguous = true;
  25523. }
  25524. }
  25525. }
  25526. if ( hole_unassigned ) {
  25527. betterShapeHoles[ sIdx$1 ].push( ho );
  25528. }
  25529. }
  25530. }
  25531. // console.log("ambiguous: ", ambiguous);
  25532. if ( toChange.length > 0 ) {
  25533. // console.log("to change: ", toChange);
  25534. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25535. }
  25536. }
  25537. var tmpHoles;
  25538. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25539. tmpShape = newShapes[ i$1 ].s;
  25540. shapes.push( tmpShape );
  25541. tmpHoles = newShapeHoles[ i$1 ];
  25542. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25543. tmpShape.holes.push( tmpHoles[ j ].h );
  25544. }
  25545. }
  25546. //console.log("shape", shapes);
  25547. return shapes;
  25548. }
  25549. } );
  25550. /**
  25551. * @author zz85 / http://www.lab4games.net/zz85/blog
  25552. * @author mrdoob / http://mrdoob.com/
  25553. */
  25554. function Font( data ) {
  25555. this.type = 'Font';
  25556. this.data = data;
  25557. }
  25558. Object.assign( Font.prototype, {
  25559. isFont: true,
  25560. generateShapes: function ( text, size ) {
  25561. if ( size === undefined ) { size = 100; }
  25562. var shapes = [];
  25563. var paths = createPaths( text, size, this.data );
  25564. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25565. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25566. }
  25567. return shapes;
  25568. }
  25569. } );
  25570. function createPaths( text, size, data ) {
  25571. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25572. var scale = size / data.resolution;
  25573. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25574. var paths = [];
  25575. var offsetX = 0, offsetY = 0;
  25576. for ( var i = 0; i < chars.length; i ++ ) {
  25577. var char = chars[ i ];
  25578. if ( char === '\n' ) {
  25579. offsetX = 0;
  25580. offsetY -= line_height;
  25581. } else {
  25582. var ret = createPath( char, scale, offsetX, offsetY, data );
  25583. offsetX += ret.offsetX;
  25584. paths.push( ret.path );
  25585. }
  25586. }
  25587. return paths;
  25588. }
  25589. function createPath( char, scale, offsetX, offsetY, data ) {
  25590. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25591. if ( ! glyph ) {
  25592. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25593. return;
  25594. }
  25595. var path = new ShapePath();
  25596. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25597. if ( glyph.o ) {
  25598. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25599. for ( var i = 0, l = outline.length; i < l; ) {
  25600. var action = outline[ i ++ ];
  25601. switch ( action ) {
  25602. case 'm': // moveTo
  25603. x = outline[ i ++ ] * scale + offsetX;
  25604. y = outline[ i ++ ] * scale + offsetY;
  25605. path.moveTo( x, y );
  25606. break;
  25607. case 'l': // lineTo
  25608. x = outline[ i ++ ] * scale + offsetX;
  25609. y = outline[ i ++ ] * scale + offsetY;
  25610. path.lineTo( x, y );
  25611. break;
  25612. case 'q': // quadraticCurveTo
  25613. cpx = outline[ i ++ ] * scale + offsetX;
  25614. cpy = outline[ i ++ ] * scale + offsetY;
  25615. cpx1 = outline[ i ++ ] * scale + offsetX;
  25616. cpy1 = outline[ i ++ ] * scale + offsetY;
  25617. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25618. break;
  25619. case 'b': // bezierCurveTo
  25620. cpx = outline[ i ++ ] * scale + offsetX;
  25621. cpy = outline[ i ++ ] * scale + offsetY;
  25622. cpx1 = outline[ i ++ ] * scale + offsetX;
  25623. cpy1 = outline[ i ++ ] * scale + offsetY;
  25624. cpx2 = outline[ i ++ ] * scale + offsetX;
  25625. cpy2 = outline[ i ++ ] * scale + offsetY;
  25626. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25627. break;
  25628. }
  25629. }
  25630. }
  25631. return { offsetX: glyph.ha * scale, path: path };
  25632. }
  25633. /**
  25634. * @author mrdoob / http://mrdoob.com/
  25635. */
  25636. function FontLoader( manager ) {
  25637. Loader.call( this, manager );
  25638. }
  25639. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25640. constructor: FontLoader,
  25641. load: function ( url, onLoad, onProgress, onError ) {
  25642. var scope = this;
  25643. var loader = new FileLoader( this.manager );
  25644. loader.setPath( this.path );
  25645. loader.setRequestHeader( this.requestHeader );
  25646. loader.load( url, function ( text ) {
  25647. var json;
  25648. try {
  25649. json = JSON.parse( text );
  25650. } catch ( e ) {
  25651. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25652. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25653. }
  25654. var font = scope.parse( json );
  25655. if ( onLoad ) { onLoad( font ); }
  25656. }, onProgress, onError );
  25657. },
  25658. parse: function ( json ) {
  25659. return new Font( json );
  25660. }
  25661. } );
  25662. /**
  25663. * @author mrdoob / http://mrdoob.com/
  25664. */
  25665. var _context;
  25666. var AudioContext = {
  25667. getContext: function () {
  25668. if ( _context === undefined ) {
  25669. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25670. }
  25671. return _context;
  25672. },
  25673. setContext: function ( value ) {
  25674. _context = value;
  25675. }
  25676. };
  25677. /**
  25678. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25679. */
  25680. function AudioLoader( manager ) {
  25681. Loader.call( this, manager );
  25682. }
  25683. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25684. constructor: AudioLoader,
  25685. load: function ( url, onLoad, onProgress, onError ) {
  25686. var scope = this;
  25687. var loader = new FileLoader( scope.manager );
  25688. loader.setResponseType( 'arraybuffer' );
  25689. loader.setPath( scope.path );
  25690. loader.setRequestHeader( scope.requestHeader );
  25691. loader.load( url, function ( buffer ) {
  25692. try {
  25693. // Create a copy of the buffer. The `decodeAudioData` method
  25694. // detaches the buffer when complete, preventing reuse.
  25695. var bufferCopy = buffer.slice( 0 );
  25696. var context = AudioContext.getContext();
  25697. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25698. onLoad( audioBuffer );
  25699. } );
  25700. } catch ( e ) {
  25701. if ( onError ) {
  25702. onError( e );
  25703. } else {
  25704. console.error( e );
  25705. }
  25706. scope.manager.itemError( url );
  25707. }
  25708. }, onProgress, onError );
  25709. }
  25710. } );
  25711. /**
  25712. * @author WestLangley / http://github.com/WestLangley
  25713. */
  25714. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25715. LightProbe.call( this, undefined, intensity );
  25716. var color1 = new Color().set( skyColor );
  25717. var color2 = new Color().set( groundColor );
  25718. var sky = new Vector3( color1.r, color1.g, color1.b );
  25719. var ground = new Vector3( color2.r, color2.g, color2.b );
  25720. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25721. var c0 = Math.sqrt( Math.PI );
  25722. var c1 = c0 * Math.sqrt( 0.75 );
  25723. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25724. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25725. }
  25726. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25727. constructor: HemisphereLightProbe,
  25728. isHemisphereLightProbe: true,
  25729. copy: function ( source ) { // modifying colors not currently supported
  25730. LightProbe.prototype.copy.call( this, source );
  25731. return this;
  25732. },
  25733. toJSON: function ( meta ) {
  25734. var data = LightProbe.prototype.toJSON.call( this, meta );
  25735. // data.sh = this.sh.toArray(); // todo
  25736. return data;
  25737. }
  25738. } );
  25739. /**
  25740. * @author WestLangley / http://github.com/WestLangley
  25741. */
  25742. function AmbientLightProbe( color, intensity ) {
  25743. LightProbe.call( this, undefined, intensity );
  25744. var color1 = new Color().set( color );
  25745. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25746. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25747. }
  25748. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25749. constructor: AmbientLightProbe,
  25750. isAmbientLightProbe: true,
  25751. copy: function ( source ) { // modifying color not currently supported
  25752. LightProbe.prototype.copy.call( this, source );
  25753. return this;
  25754. },
  25755. toJSON: function ( meta ) {
  25756. var data = LightProbe.prototype.toJSON.call( this, meta );
  25757. // data.sh = this.sh.toArray(); // todo
  25758. return data;
  25759. }
  25760. } );
  25761. var _eyeRight = new Matrix4();
  25762. var _eyeLeft = new Matrix4();
  25763. /**
  25764. * @author mrdoob / http://mrdoob.com/
  25765. */
  25766. function StereoCamera() {
  25767. this.type = 'StereoCamera';
  25768. this.aspect = 1;
  25769. this.eyeSep = 0.064;
  25770. this.cameraL = new PerspectiveCamera();
  25771. this.cameraL.layers.enable( 1 );
  25772. this.cameraL.matrixAutoUpdate = false;
  25773. this.cameraR = new PerspectiveCamera();
  25774. this.cameraR.layers.enable( 2 );
  25775. this.cameraR.matrixAutoUpdate = false;
  25776. this._cache = {
  25777. focus: null,
  25778. fov: null,
  25779. aspect: null,
  25780. near: null,
  25781. far: null,
  25782. zoom: null,
  25783. eyeSep: null
  25784. };
  25785. }
  25786. Object.assign( StereoCamera.prototype, {
  25787. update: function ( camera ) {
  25788. var cache = this._cache;
  25789. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25790. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25791. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25792. if ( needsUpdate ) {
  25793. cache.focus = camera.focus;
  25794. cache.fov = camera.fov;
  25795. cache.aspect = camera.aspect * this.aspect;
  25796. cache.near = camera.near;
  25797. cache.far = camera.far;
  25798. cache.zoom = camera.zoom;
  25799. cache.eyeSep = this.eyeSep;
  25800. // Off-axis stereoscopic effect based on
  25801. // http://paulbourke.net/stereographics/stereorender/
  25802. var projectionMatrix = camera.projectionMatrix.clone();
  25803. var eyeSepHalf = cache.eyeSep / 2;
  25804. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25805. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25806. var xmin, xmax;
  25807. // translate xOffset
  25808. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25809. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25810. // for left eye
  25811. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25812. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25813. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25814. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25815. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25816. // for right eye
  25817. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25818. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25819. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25820. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25821. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25822. }
  25823. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25824. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25825. }
  25826. } );
  25827. /**
  25828. * @author alteredq / http://alteredqualia.com/
  25829. */
  25830. function Clock( autoStart ) {
  25831. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25832. this.startTime = 0;
  25833. this.oldTime = 0;
  25834. this.elapsedTime = 0;
  25835. this.running = false;
  25836. }
  25837. Object.assign( Clock.prototype, {
  25838. start: function () {
  25839. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25840. this.oldTime = this.startTime;
  25841. this.elapsedTime = 0;
  25842. this.running = true;
  25843. },
  25844. stop: function () {
  25845. this.getElapsedTime();
  25846. this.running = false;
  25847. this.autoStart = false;
  25848. },
  25849. getElapsedTime: function () {
  25850. this.getDelta();
  25851. return this.elapsedTime;
  25852. },
  25853. getDelta: function () {
  25854. var diff = 0;
  25855. if ( this.autoStart && ! this.running ) {
  25856. this.start();
  25857. return 0;
  25858. }
  25859. if ( this.running ) {
  25860. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25861. diff = ( newTime - this.oldTime ) / 1000;
  25862. this.oldTime = newTime;
  25863. this.elapsedTime += diff;
  25864. }
  25865. return diff;
  25866. }
  25867. } );
  25868. /**
  25869. * @author mrdoob / http://mrdoob.com/
  25870. */
  25871. var _position$2 = new Vector3();
  25872. var _quaternion$3 = new Quaternion();
  25873. var _scale$1 = new Vector3();
  25874. var _orientation = new Vector3();
  25875. function AudioListener() {
  25876. Object3D.call( this );
  25877. this.type = 'AudioListener';
  25878. this.context = AudioContext.getContext();
  25879. this.gain = this.context.createGain();
  25880. this.gain.connect( this.context.destination );
  25881. this.filter = null;
  25882. this.timeDelta = 0;
  25883. // private
  25884. this._clock = new Clock();
  25885. }
  25886. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25887. constructor: AudioListener,
  25888. getInput: function () {
  25889. return this.gain;
  25890. },
  25891. removeFilter: function ( ) {
  25892. if ( this.filter !== null ) {
  25893. this.gain.disconnect( this.filter );
  25894. this.filter.disconnect( this.context.destination );
  25895. this.gain.connect( this.context.destination );
  25896. this.filter = null;
  25897. }
  25898. return this;
  25899. },
  25900. getFilter: function () {
  25901. return this.filter;
  25902. },
  25903. setFilter: function ( value ) {
  25904. if ( this.filter !== null ) {
  25905. this.gain.disconnect( this.filter );
  25906. this.filter.disconnect( this.context.destination );
  25907. } else {
  25908. this.gain.disconnect( this.context.destination );
  25909. }
  25910. this.filter = value;
  25911. this.gain.connect( this.filter );
  25912. this.filter.connect( this.context.destination );
  25913. return this;
  25914. },
  25915. getMasterVolume: function () {
  25916. return this.gain.gain.value;
  25917. },
  25918. setMasterVolume: function ( value ) {
  25919. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25920. return this;
  25921. },
  25922. updateMatrixWorld: function ( force ) {
  25923. Object3D.prototype.updateMatrixWorld.call( this, force );
  25924. var listener = this.context.listener;
  25925. var up = this.up;
  25926. this.timeDelta = this._clock.getDelta();
  25927. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25928. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25929. if ( listener.positionX ) {
  25930. // code path for Chrome (see #14393)
  25931. var endTime = this.context.currentTime + this.timeDelta;
  25932. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25933. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25934. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25935. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25936. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25937. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25938. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25939. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25940. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25941. } else {
  25942. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25943. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25944. }
  25945. }
  25946. } );
  25947. /**
  25948. * @author mrdoob / http://mrdoob.com/
  25949. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25950. */
  25951. function Audio( listener ) {
  25952. Object3D.call( this );
  25953. this.type = 'Audio';
  25954. this.listener = listener;
  25955. this.context = listener.context;
  25956. this.gain = this.context.createGain();
  25957. this.gain.connect( listener.getInput() );
  25958. this.autoplay = false;
  25959. this.buffer = null;
  25960. this.detune = 0;
  25961. this.loop = false;
  25962. this.loopStart = 0;
  25963. this.loopEnd = 0;
  25964. this.offset = 0;
  25965. this.duration = undefined;
  25966. this.playbackRate = 1;
  25967. this.isPlaying = false;
  25968. this.hasPlaybackControl = true;
  25969. this.sourceType = 'empty';
  25970. this._startedAt = 0;
  25971. this._progress = 0;
  25972. this.filters = [];
  25973. }
  25974. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25975. constructor: Audio,
  25976. getOutput: function () {
  25977. return this.gain;
  25978. },
  25979. setNodeSource: function ( audioNode ) {
  25980. this.hasPlaybackControl = false;
  25981. this.sourceType = 'audioNode';
  25982. this.source = audioNode;
  25983. this.connect();
  25984. return this;
  25985. },
  25986. setMediaElementSource: function ( mediaElement ) {
  25987. this.hasPlaybackControl = false;
  25988. this.sourceType = 'mediaNode';
  25989. this.source = this.context.createMediaElementSource( mediaElement );
  25990. this.connect();
  25991. return this;
  25992. },
  25993. setMediaStreamSource: function ( mediaStream ) {
  25994. this.hasPlaybackControl = false;
  25995. this.sourceType = 'mediaStreamNode';
  25996. this.source = this.context.createMediaStreamSource( mediaStream );
  25997. this.connect();
  25998. return this;
  25999. },
  26000. setBuffer: function ( audioBuffer ) {
  26001. this.buffer = audioBuffer;
  26002. this.sourceType = 'buffer';
  26003. if ( this.autoplay ) { this.play(); }
  26004. return this;
  26005. },
  26006. play: function ( delay ) {
  26007. if ( delay === undefined ) { delay = 0; }
  26008. if ( this.isPlaying === true ) {
  26009. console.warn( 'THREE.Audio: Audio is already playing.' );
  26010. return;
  26011. }
  26012. if ( this.hasPlaybackControl === false ) {
  26013. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26014. return;
  26015. }
  26016. this._startedAt = this.context.currentTime + delay;
  26017. var source = this.context.createBufferSource();
  26018. source.buffer = this.buffer;
  26019. source.loop = this.loop;
  26020. source.loopStart = this.loopStart;
  26021. source.loopEnd = this.loopEnd;
  26022. source.onended = this.onEnded.bind( this );
  26023. source.start( this._startedAt, this._progress + this.offset, this.duration );
  26024. this.isPlaying = true;
  26025. this.source = source;
  26026. this.setDetune( this.detune );
  26027. this.setPlaybackRate( this.playbackRate );
  26028. return this.connect();
  26029. },
  26030. pause: function () {
  26031. if ( this.hasPlaybackControl === false ) {
  26032. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26033. return;
  26034. }
  26035. if ( this.isPlaying === true ) {
  26036. // update current progress
  26037. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  26038. if ( this.loop === true ) {
  26039. // ensure _progress does not exceed duration with looped audios
  26040. this._progress = this._progress % ( this.duration || this.buffer.duration );
  26041. }
  26042. this.source.stop();
  26043. this.source.onended = null;
  26044. this.isPlaying = false;
  26045. }
  26046. return this;
  26047. },
  26048. stop: function () {
  26049. if ( this.hasPlaybackControl === false ) {
  26050. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26051. return;
  26052. }
  26053. this._progress = 0;
  26054. this.source.stop();
  26055. this.source.onended = null;
  26056. this.isPlaying = false;
  26057. return this;
  26058. },
  26059. connect: function () {
  26060. if ( this.filters.length > 0 ) {
  26061. this.source.connect( this.filters[ 0 ] );
  26062. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  26063. this.filters[ i - 1 ].connect( this.filters[ i ] );
  26064. }
  26065. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  26066. } else {
  26067. this.source.connect( this.getOutput() );
  26068. }
  26069. return this;
  26070. },
  26071. disconnect: function () {
  26072. if ( this.filters.length > 0 ) {
  26073. this.source.disconnect( this.filters[ 0 ] );
  26074. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  26075. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  26076. }
  26077. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  26078. } else {
  26079. this.source.disconnect( this.getOutput() );
  26080. }
  26081. return this;
  26082. },
  26083. getFilters: function () {
  26084. return this.filters;
  26085. },
  26086. setFilters: function ( value ) {
  26087. if ( ! value ) { value = []; }
  26088. if ( this.isPlaying === true ) {
  26089. this.disconnect();
  26090. this.filters = value;
  26091. this.connect();
  26092. } else {
  26093. this.filters = value;
  26094. }
  26095. return this;
  26096. },
  26097. setDetune: function ( value ) {
  26098. this.detune = value;
  26099. if ( this.source.detune === undefined ) { return; } // only set detune when available
  26100. if ( this.isPlaying === true ) {
  26101. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  26102. }
  26103. return this;
  26104. },
  26105. getDetune: function () {
  26106. return this.detune;
  26107. },
  26108. getFilter: function () {
  26109. return this.getFilters()[ 0 ];
  26110. },
  26111. setFilter: function ( filter ) {
  26112. return this.setFilters( filter ? [ filter ] : [] );
  26113. },
  26114. setPlaybackRate: function ( value ) {
  26115. if ( this.hasPlaybackControl === false ) {
  26116. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26117. return;
  26118. }
  26119. this.playbackRate = value;
  26120. if ( this.isPlaying === true ) {
  26121. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  26122. }
  26123. return this;
  26124. },
  26125. getPlaybackRate: function () {
  26126. return this.playbackRate;
  26127. },
  26128. onEnded: function () {
  26129. this.isPlaying = false;
  26130. },
  26131. getLoop: function () {
  26132. if ( this.hasPlaybackControl === false ) {
  26133. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26134. return false;
  26135. }
  26136. return this.loop;
  26137. },
  26138. setLoop: function ( value ) {
  26139. if ( this.hasPlaybackControl === false ) {
  26140. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26141. return;
  26142. }
  26143. this.loop = value;
  26144. if ( this.isPlaying === true ) {
  26145. this.source.loop = this.loop;
  26146. }
  26147. return this;
  26148. },
  26149. setLoopStart: function ( value ) {
  26150. this.loopStart = value;
  26151. return this;
  26152. },
  26153. setLoopEnd: function ( value ) {
  26154. this.loopEnd = value;
  26155. return this;
  26156. },
  26157. getVolume: function () {
  26158. return this.gain.gain.value;
  26159. },
  26160. setVolume: function ( value ) {
  26161. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  26162. return this;
  26163. }
  26164. } );
  26165. /**
  26166. * @author mrdoob / http://mrdoob.com/
  26167. */
  26168. var _position$3 = new Vector3();
  26169. var _quaternion$4 = new Quaternion();
  26170. var _scale$2 = new Vector3();
  26171. var _orientation$1 = new Vector3();
  26172. function PositionalAudio( listener ) {
  26173. Audio.call( this, listener );
  26174. this.panner = this.context.createPanner();
  26175. this.panner.panningModel = 'HRTF';
  26176. this.panner.connect( this.gain );
  26177. }
  26178. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  26179. constructor: PositionalAudio,
  26180. getOutput: function () {
  26181. return this.panner;
  26182. },
  26183. getRefDistance: function () {
  26184. return this.panner.refDistance;
  26185. },
  26186. setRefDistance: function ( value ) {
  26187. this.panner.refDistance = value;
  26188. return this;
  26189. },
  26190. getRolloffFactor: function () {
  26191. return this.panner.rolloffFactor;
  26192. },
  26193. setRolloffFactor: function ( value ) {
  26194. this.panner.rolloffFactor = value;
  26195. return this;
  26196. },
  26197. getDistanceModel: function () {
  26198. return this.panner.distanceModel;
  26199. },
  26200. setDistanceModel: function ( value ) {
  26201. this.panner.distanceModel = value;
  26202. return this;
  26203. },
  26204. getMaxDistance: function () {
  26205. return this.panner.maxDistance;
  26206. },
  26207. setMaxDistance: function ( value ) {
  26208. this.panner.maxDistance = value;
  26209. return this;
  26210. },
  26211. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  26212. this.panner.coneInnerAngle = coneInnerAngle;
  26213. this.panner.coneOuterAngle = coneOuterAngle;
  26214. this.panner.coneOuterGain = coneOuterGain;
  26215. return this;
  26216. },
  26217. updateMatrixWorld: function ( force ) {
  26218. Object3D.prototype.updateMatrixWorld.call( this, force );
  26219. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  26220. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  26221. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  26222. var panner = this.panner;
  26223. if ( panner.positionX ) {
  26224. // code path for Chrome and Firefox (see #14393)
  26225. var endTime = this.context.currentTime + this.listener.timeDelta;
  26226. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  26227. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  26228. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  26229. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  26230. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  26231. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  26232. } else {
  26233. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  26234. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  26235. }
  26236. }
  26237. } );
  26238. /**
  26239. * @author mrdoob / http://mrdoob.com/
  26240. */
  26241. function AudioAnalyser( audio, fftSize ) {
  26242. this.analyser = audio.context.createAnalyser();
  26243. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  26244. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  26245. audio.getOutput().connect( this.analyser );
  26246. }
  26247. Object.assign( AudioAnalyser.prototype, {
  26248. getFrequencyData: function () {
  26249. this.analyser.getByteFrequencyData( this.data );
  26250. return this.data;
  26251. },
  26252. getAverageFrequency: function () {
  26253. var value = 0;
  26254. var data = this.getFrequencyData();
  26255. for ( var i = 0; i < data.length; i ++ ) {
  26256. value += data[ i ];
  26257. }
  26258. return value / data.length;
  26259. }
  26260. } );
  26261. /**
  26262. *
  26263. * Buffered scene graph property that allows weighted accumulation.
  26264. *
  26265. *
  26266. * @author Ben Houston / http://clara.io/
  26267. * @author David Sarno / http://lighthaus.us/
  26268. * @author tschw
  26269. */
  26270. function PropertyMixer( binding, typeName, valueSize ) {
  26271. this.binding = binding;
  26272. this.valueSize = valueSize;
  26273. var mixFunction,
  26274. mixFunctionAdditive,
  26275. setIdentity;
  26276. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26277. //
  26278. // interpolators can use .buffer as their .result
  26279. // the data then goes to 'incoming'
  26280. //
  26281. // 'accu0' and 'accu1' are used frame-interleaved for
  26282. // the cumulative result and are compared to detect
  26283. // changes
  26284. //
  26285. // 'orig' stores the original state of the property
  26286. //
  26287. // 'add' is used for additive cumulative results
  26288. //
  26289. // 'work' is optional and is only present for quaternion types. It is used
  26290. // to store intermediate quaternion multiplication results
  26291. switch ( typeName ) {
  26292. case 'quaternion':
  26293. mixFunction = this._slerp;
  26294. mixFunctionAdditive = this._slerpAdditive;
  26295. setIdentity = this._setAdditiveIdentityQuaternion;
  26296. this.buffer = new Float64Array( valueSize * 6 );
  26297. this._workIndex = 5;
  26298. break;
  26299. case 'string':
  26300. case 'bool':
  26301. mixFunction = this._select;
  26302. // Use the regular mix function and for additive on these types,
  26303. // additive is not relevant for non-numeric types
  26304. mixFunctionAdditive = this._select;
  26305. setIdentity = this._setAdditiveIdentityOther;
  26306. this.buffer = new Array( valueSize * 5 );
  26307. break;
  26308. default:
  26309. mixFunction = this._lerp;
  26310. mixFunctionAdditive = this._lerpAdditive;
  26311. setIdentity = this._setAdditiveIdentityNumeric;
  26312. this.buffer = new Float64Array( valueSize * 5 );
  26313. }
  26314. this._mixBufferRegion = mixFunction;
  26315. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26316. this._setIdentity = setIdentity;
  26317. this._origIndex = 3;
  26318. this._addIndex = 4;
  26319. this.cumulativeWeight = 0;
  26320. this.cumulativeWeightAdditive = 0;
  26321. this.useCount = 0;
  26322. this.referenceCount = 0;
  26323. }
  26324. Object.assign( PropertyMixer.prototype, {
  26325. // accumulate data in the 'incoming' region into 'accu<i>'
  26326. accumulate: function ( accuIndex, weight ) {
  26327. // note: happily accumulating nothing when weight = 0, the caller knows
  26328. // the weight and shouldn't have made the call in the first place
  26329. var buffer = this.buffer,
  26330. stride = this.valueSize,
  26331. offset = accuIndex * stride + stride;
  26332. var currentWeight = this.cumulativeWeight;
  26333. if ( currentWeight === 0 ) {
  26334. // accuN := incoming * weight
  26335. for ( var i = 0; i !== stride; ++ i ) {
  26336. buffer[ offset + i ] = buffer[ i ];
  26337. }
  26338. currentWeight = weight;
  26339. } else {
  26340. // accuN := accuN + incoming * weight
  26341. currentWeight += weight;
  26342. var mix = weight / currentWeight;
  26343. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26344. }
  26345. this.cumulativeWeight = currentWeight;
  26346. },
  26347. // accumulate data in the 'incoming' region into 'add'
  26348. accumulateAdditive: function ( weight ) {
  26349. var buffer = this.buffer,
  26350. stride = this.valueSize,
  26351. offset = stride * this._addIndex;
  26352. if ( this.cumulativeWeightAdditive === 0 ) {
  26353. // add = identity
  26354. this._setIdentity();
  26355. }
  26356. // add := add + incoming * weight
  26357. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26358. this.cumulativeWeightAdditive += weight;
  26359. },
  26360. // apply the state of 'accu<i>' to the binding when accus differ
  26361. apply: function ( accuIndex ) {
  26362. var stride = this.valueSize,
  26363. buffer = this.buffer,
  26364. offset = accuIndex * stride + stride,
  26365. weight = this.cumulativeWeight,
  26366. weightAdditive = this.cumulativeWeightAdditive,
  26367. binding = this.binding;
  26368. this.cumulativeWeight = 0;
  26369. this.cumulativeWeightAdditive = 0;
  26370. if ( weight < 1 ) {
  26371. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26372. var originalValueOffset = stride * this._origIndex;
  26373. this._mixBufferRegion(
  26374. buffer, offset, originalValueOffset, 1 - weight, stride );
  26375. }
  26376. if ( weightAdditive > 0 ) {
  26377. // accuN := accuN + additive accuN
  26378. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26379. }
  26380. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26381. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26382. // value has changed -> update scene graph
  26383. binding.setValue( buffer, offset );
  26384. break;
  26385. }
  26386. }
  26387. },
  26388. // remember the state of the bound property and copy it to both accus
  26389. saveOriginalState: function () {
  26390. var binding = this.binding;
  26391. var buffer = this.buffer,
  26392. stride = this.valueSize,
  26393. originalValueOffset = stride * this._origIndex;
  26394. binding.getValue( buffer, originalValueOffset );
  26395. // accu[0..1] := orig -- initially detect changes against the original
  26396. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26397. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26398. }
  26399. // Add to identity for additive
  26400. this._setIdentity();
  26401. this.cumulativeWeight = 0;
  26402. this.cumulativeWeightAdditive = 0;
  26403. },
  26404. // apply the state previously taken via 'saveOriginalState' to the binding
  26405. restoreOriginalState: function () {
  26406. var originalValueOffset = this.valueSize * 3;
  26407. this.binding.setValue( this.buffer, originalValueOffset );
  26408. },
  26409. _setAdditiveIdentityNumeric: function () {
  26410. var startIndex = this._addIndex * this.valueSize;
  26411. var endIndex = startIndex + this.valueSize;
  26412. for ( var i = startIndex; i < endIndex; i ++ ) {
  26413. this.buffer[ i ] = 0;
  26414. }
  26415. },
  26416. _setAdditiveIdentityQuaternion: function () {
  26417. this._setAdditiveIdentityNumeric();
  26418. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26419. },
  26420. _setAdditiveIdentityOther: function () {
  26421. var startIndex = this._origIndex * this.valueSize;
  26422. var targetIndex = this._addIndex * this.valueSize;
  26423. for ( var i = 0; i < this.valueSize; i ++ ) {
  26424. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26425. }
  26426. },
  26427. // mix functions
  26428. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26429. if ( t >= 0.5 ) {
  26430. for ( var i = 0; i !== stride; ++ i ) {
  26431. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26432. }
  26433. }
  26434. },
  26435. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26436. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26437. },
  26438. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26439. var workOffset = this._workIndex * stride;
  26440. // Store result in intermediate buffer offset
  26441. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26442. // Slerp to the intermediate result
  26443. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26444. },
  26445. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26446. var s = 1 - t;
  26447. for ( var i = 0; i !== stride; ++ i ) {
  26448. var j = dstOffset + i;
  26449. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26450. }
  26451. },
  26452. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26453. for ( var i = 0; i !== stride; ++ i ) {
  26454. var j = dstOffset + i;
  26455. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26456. }
  26457. }
  26458. } );
  26459. /**
  26460. *
  26461. * A reference to a real property in the scene graph.
  26462. *
  26463. *
  26464. * @author Ben Houston / http://clara.io/
  26465. * @author David Sarno / http://lighthaus.us/
  26466. * @author tschw
  26467. */
  26468. // Characters [].:/ are reserved for track binding syntax.
  26469. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26470. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26471. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26472. // only latin characters, and the unicode \p{L} is not yet supported. So
  26473. // instead, we exclude reserved characters and match everything else.
  26474. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26475. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26476. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26477. // be matched to parse the rest of the track name.
  26478. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26479. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26480. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26481. // Object on target node, and accessor. May not contain reserved
  26482. // characters. Accessor may contain any character except closing bracket.
  26483. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26484. // Property and accessor. May not contain reserved characters. Accessor may
  26485. // contain any non-bracket characters.
  26486. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26487. var _trackRe = new RegExp( ''
  26488. + '^'
  26489. + _directoryRe
  26490. + _nodeRe
  26491. + _objectRe
  26492. + _propertyRe
  26493. + '$'
  26494. );
  26495. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26496. function Composite( targetGroup, path, optionalParsedPath ) {
  26497. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26498. this._targetGroup = targetGroup;
  26499. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26500. }
  26501. Object.assign( Composite.prototype, {
  26502. getValue: function ( array, offset ) {
  26503. this.bind(); // bind all binding
  26504. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26505. binding = this._bindings[ firstValidIndex ];
  26506. // and only call .getValue on the first
  26507. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26508. },
  26509. setValue: function ( array, offset ) {
  26510. var bindings = this._bindings;
  26511. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26512. bindings[ i ].setValue( array, offset );
  26513. }
  26514. },
  26515. bind: function () {
  26516. var bindings = this._bindings;
  26517. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26518. bindings[ i ].bind();
  26519. }
  26520. },
  26521. unbind: function () {
  26522. var bindings = this._bindings;
  26523. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26524. bindings[ i ].unbind();
  26525. }
  26526. }
  26527. } );
  26528. function PropertyBinding( rootNode, path, parsedPath ) {
  26529. this.path = path;
  26530. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26531. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26532. this.rootNode = rootNode;
  26533. }
  26534. Object.assign( PropertyBinding, {
  26535. Composite: Composite,
  26536. create: function ( root, path, parsedPath ) {
  26537. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26538. return new PropertyBinding( root, path, parsedPath );
  26539. } else {
  26540. return new PropertyBinding.Composite( root, path, parsedPath );
  26541. }
  26542. },
  26543. /**
  26544. * Replaces spaces with underscores and removes unsupported characters from
  26545. * node names, to ensure compatibility with parseTrackName().
  26546. *
  26547. * @param {string} name Node name to be sanitized.
  26548. * @return {string}
  26549. */
  26550. sanitizeNodeName: function ( name ) {
  26551. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26552. },
  26553. parseTrackName: function ( trackName ) {
  26554. var matches = _trackRe.exec( trackName );
  26555. if ( ! matches ) {
  26556. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26557. }
  26558. var results = {
  26559. // directoryName: matches[ 1 ], // (tschw) currently unused
  26560. nodeName: matches[ 2 ],
  26561. objectName: matches[ 3 ],
  26562. objectIndex: matches[ 4 ],
  26563. propertyName: matches[ 5 ], // required
  26564. propertyIndex: matches[ 6 ]
  26565. };
  26566. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26567. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26568. var objectName = results.nodeName.substring( lastDot + 1 );
  26569. // Object names must be checked against an allowlist. Otherwise, there
  26570. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26571. // 'bar' could be the objectName, or part of a nodeName (which can
  26572. // include '.' characters).
  26573. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26574. results.nodeName = results.nodeName.substring( 0, lastDot );
  26575. results.objectName = objectName;
  26576. }
  26577. }
  26578. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26579. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26580. }
  26581. return results;
  26582. },
  26583. findNode: function ( root, nodeName ) {
  26584. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26585. return root;
  26586. }
  26587. // search into skeleton bones.
  26588. if ( root.skeleton ) {
  26589. var bone = root.skeleton.getBoneByName( nodeName );
  26590. if ( bone !== undefined ) {
  26591. return bone;
  26592. }
  26593. }
  26594. // search into node subtree.
  26595. if ( root.children ) {
  26596. var searchNodeSubtree = function ( children ) {
  26597. for ( var i = 0; i < children.length; i ++ ) {
  26598. var childNode = children[ i ];
  26599. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26600. return childNode;
  26601. }
  26602. var result = searchNodeSubtree( childNode.children );
  26603. if ( result ) { return result; }
  26604. }
  26605. return null;
  26606. };
  26607. var subTreeNode = searchNodeSubtree( root.children );
  26608. if ( subTreeNode ) {
  26609. return subTreeNode;
  26610. }
  26611. }
  26612. return null;
  26613. }
  26614. } );
  26615. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26616. // these are used to "bind" a nonexistent property
  26617. _getValue_unavailable: function () {},
  26618. _setValue_unavailable: function () {},
  26619. BindingType: {
  26620. Direct: 0,
  26621. EntireArray: 1,
  26622. ArrayElement: 2,
  26623. HasFromToArray: 3
  26624. },
  26625. Versioning: {
  26626. None: 0,
  26627. NeedsUpdate: 1,
  26628. MatrixWorldNeedsUpdate: 2
  26629. },
  26630. GetterByBindingType: [
  26631. function getValue_direct( buffer, offset ) {
  26632. buffer[ offset ] = this.node[ this.propertyName ];
  26633. },
  26634. function getValue_array( buffer, offset ) {
  26635. var source = this.resolvedProperty;
  26636. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26637. buffer[ offset ++ ] = source[ i ];
  26638. }
  26639. },
  26640. function getValue_arrayElement( buffer, offset ) {
  26641. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26642. },
  26643. function getValue_toArray( buffer, offset ) {
  26644. this.resolvedProperty.toArray( buffer, offset );
  26645. }
  26646. ],
  26647. SetterByBindingTypeAndVersioning: [
  26648. [
  26649. // Direct
  26650. function setValue_direct( buffer, offset ) {
  26651. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26652. },
  26653. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26654. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26655. this.targetObject.needsUpdate = true;
  26656. },
  26657. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26658. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26659. this.targetObject.matrixWorldNeedsUpdate = true;
  26660. }
  26661. ], [
  26662. // EntireArray
  26663. function setValue_array( buffer, offset ) {
  26664. var dest = this.resolvedProperty;
  26665. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26666. dest[ i ] = buffer[ offset ++ ];
  26667. }
  26668. },
  26669. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26670. var dest = this.resolvedProperty;
  26671. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26672. dest[ i ] = buffer[ offset ++ ];
  26673. }
  26674. this.targetObject.needsUpdate = true;
  26675. },
  26676. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26677. var dest = this.resolvedProperty;
  26678. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26679. dest[ i ] = buffer[ offset ++ ];
  26680. }
  26681. this.targetObject.matrixWorldNeedsUpdate = true;
  26682. }
  26683. ], [
  26684. // ArrayElement
  26685. function setValue_arrayElement( buffer, offset ) {
  26686. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26687. },
  26688. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26689. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26690. this.targetObject.needsUpdate = true;
  26691. },
  26692. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26693. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26694. this.targetObject.matrixWorldNeedsUpdate = true;
  26695. }
  26696. ], [
  26697. // HasToFromArray
  26698. function setValue_fromArray( buffer, offset ) {
  26699. this.resolvedProperty.fromArray( buffer, offset );
  26700. },
  26701. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26702. this.resolvedProperty.fromArray( buffer, offset );
  26703. this.targetObject.needsUpdate = true;
  26704. },
  26705. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26706. this.resolvedProperty.fromArray( buffer, offset );
  26707. this.targetObject.matrixWorldNeedsUpdate = true;
  26708. }
  26709. ]
  26710. ],
  26711. getValue: function getValue_unbound( targetArray, offset ) {
  26712. this.bind();
  26713. this.getValue( targetArray, offset );
  26714. // Note: This class uses a State pattern on a per-method basis:
  26715. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26716. // prototype version of these methods with one that represents
  26717. // the bound state. When the property is not found, the methods
  26718. // become no-ops.
  26719. },
  26720. setValue: function getValue_unbound( sourceArray, offset ) {
  26721. this.bind();
  26722. this.setValue( sourceArray, offset );
  26723. },
  26724. // create getter / setter pair for a property in the scene graph
  26725. bind: function () {
  26726. var targetObject = this.node,
  26727. parsedPath = this.parsedPath,
  26728. objectName = parsedPath.objectName,
  26729. propertyName = parsedPath.propertyName,
  26730. propertyIndex = parsedPath.propertyIndex;
  26731. if ( ! targetObject ) {
  26732. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26733. this.node = targetObject;
  26734. }
  26735. // set fail state so we can just 'return' on error
  26736. this.getValue = this._getValue_unavailable;
  26737. this.setValue = this._setValue_unavailable;
  26738. // ensure there is a value node
  26739. if ( ! targetObject ) {
  26740. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26741. return;
  26742. }
  26743. if ( objectName ) {
  26744. var objectIndex = parsedPath.objectIndex;
  26745. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26746. switch ( objectName ) {
  26747. case 'materials':
  26748. if ( ! targetObject.material ) {
  26749. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26750. return;
  26751. }
  26752. if ( ! targetObject.material.materials ) {
  26753. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26754. return;
  26755. }
  26756. targetObject = targetObject.material.materials;
  26757. break;
  26758. case 'bones':
  26759. if ( ! targetObject.skeleton ) {
  26760. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26761. return;
  26762. }
  26763. // potential future optimization: skip this if propertyIndex is already an integer
  26764. // and convert the integer string to a true integer.
  26765. targetObject = targetObject.skeleton.bones;
  26766. // support resolving morphTarget names into indices.
  26767. for ( var i = 0; i < targetObject.length; i ++ ) {
  26768. if ( targetObject[ i ].name === objectIndex ) {
  26769. objectIndex = i;
  26770. break;
  26771. }
  26772. }
  26773. break;
  26774. default:
  26775. if ( targetObject[ objectName ] === undefined ) {
  26776. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26777. return;
  26778. }
  26779. targetObject = targetObject[ objectName ];
  26780. }
  26781. if ( objectIndex !== undefined ) {
  26782. if ( targetObject[ objectIndex ] === undefined ) {
  26783. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26784. return;
  26785. }
  26786. targetObject = targetObject[ objectIndex ];
  26787. }
  26788. }
  26789. // resolve property
  26790. var nodeProperty = targetObject[ propertyName ];
  26791. if ( nodeProperty === undefined ) {
  26792. var nodeName = parsedPath.nodeName;
  26793. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26794. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26795. return;
  26796. }
  26797. // determine versioning scheme
  26798. var versioning = this.Versioning.None;
  26799. this.targetObject = targetObject;
  26800. if ( targetObject.needsUpdate !== undefined ) { // material
  26801. versioning = this.Versioning.NeedsUpdate;
  26802. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26803. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26804. }
  26805. // determine how the property gets bound
  26806. var bindingType = this.BindingType.Direct;
  26807. if ( propertyIndex !== undefined ) {
  26808. // access a sub element of the property array (only primitives are supported right now)
  26809. if ( propertyName === "morphTargetInfluences" ) {
  26810. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26811. // support resolving morphTarget names into indices.
  26812. if ( ! targetObject.geometry ) {
  26813. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26814. return;
  26815. }
  26816. if ( targetObject.geometry.isBufferGeometry ) {
  26817. if ( ! targetObject.geometry.morphAttributes ) {
  26818. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26819. return;
  26820. }
  26821. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26822. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26823. }
  26824. } else {
  26825. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26826. return;
  26827. }
  26828. }
  26829. bindingType = this.BindingType.ArrayElement;
  26830. this.resolvedProperty = nodeProperty;
  26831. this.propertyIndex = propertyIndex;
  26832. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26833. // must use copy for Object3D.Euler/Quaternion
  26834. bindingType = this.BindingType.HasFromToArray;
  26835. this.resolvedProperty = nodeProperty;
  26836. } else if ( Array.isArray( nodeProperty ) ) {
  26837. bindingType = this.BindingType.EntireArray;
  26838. this.resolvedProperty = nodeProperty;
  26839. } else {
  26840. this.propertyName = propertyName;
  26841. }
  26842. // select getter / setter
  26843. this.getValue = this.GetterByBindingType[ bindingType ];
  26844. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26845. },
  26846. unbind: function () {
  26847. this.node = null;
  26848. // back to the prototype version of getValue / setValue
  26849. // note: avoiding to mutate the shape of 'this' via 'delete'
  26850. this.getValue = this._getValue_unbound;
  26851. this.setValue = this._setValue_unbound;
  26852. }
  26853. } );
  26854. // DECLARE ALIAS AFTER assign prototype
  26855. Object.assign( PropertyBinding.prototype, {
  26856. // initial state of these methods that calls 'bind'
  26857. _getValue_unbound: PropertyBinding.prototype.getValue,
  26858. _setValue_unbound: PropertyBinding.prototype.setValue,
  26859. } );
  26860. /**
  26861. *
  26862. * A group of objects that receives a shared animation state.
  26863. *
  26864. * Usage:
  26865. *
  26866. * - Add objects you would otherwise pass as 'root' to the
  26867. * constructor or the .clipAction method of AnimationMixer.
  26868. *
  26869. * - Instead pass this object as 'root'.
  26870. *
  26871. * - You can also add and remove objects later when the mixer
  26872. * is running.
  26873. *
  26874. * Note:
  26875. *
  26876. * Objects of this class appear as one object to the mixer,
  26877. * so cache control of the individual objects must be done
  26878. * on the group.
  26879. *
  26880. * Limitation:
  26881. *
  26882. * - The animated properties must be compatible among the
  26883. * all objects in the group.
  26884. *
  26885. * - A single property can either be controlled through a
  26886. * target group or directly, but not both.
  26887. *
  26888. * @author tschw
  26889. */
  26890. function AnimationObjectGroup() {
  26891. this.uuid = MathUtils.generateUUID();
  26892. // cached objects followed by the active ones
  26893. this._objects = Array.prototype.slice.call( arguments );
  26894. this.nCachedObjects_ = 0; // threshold
  26895. // note: read by PropertyBinding.Composite
  26896. var indices = {};
  26897. this._indicesByUUID = indices; // for bookkeeping
  26898. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26899. indices[ arguments[ i ].uuid ] = i;
  26900. }
  26901. this._paths = []; // inside: string
  26902. this._parsedPaths = []; // inside: { we don't care, here }
  26903. this._bindings = []; // inside: Array< PropertyBinding >
  26904. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26905. var scope = this;
  26906. this.stats = {
  26907. objects: {
  26908. get total() {
  26909. return scope._objects.length;
  26910. },
  26911. get inUse() {
  26912. return this.total - scope.nCachedObjects_;
  26913. }
  26914. },
  26915. get bindingsPerObject() {
  26916. return scope._bindings.length;
  26917. }
  26918. };
  26919. }
  26920. Object.assign( AnimationObjectGroup.prototype, {
  26921. isAnimationObjectGroup: true,
  26922. add: function () {
  26923. var objects = this._objects,
  26924. indicesByUUID = this._indicesByUUID,
  26925. paths = this._paths,
  26926. parsedPaths = this._parsedPaths,
  26927. bindings = this._bindings,
  26928. nBindings = bindings.length;
  26929. var knownObject = undefined,
  26930. nObjects = objects.length,
  26931. nCachedObjects = this.nCachedObjects_;
  26932. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26933. var object = arguments[ i ],
  26934. uuid = object.uuid;
  26935. var index = indicesByUUID[ uuid ];
  26936. if ( index === undefined ) {
  26937. // unknown object -> add it to the ACTIVE region
  26938. index = nObjects ++;
  26939. indicesByUUID[ uuid ] = index;
  26940. objects.push( object );
  26941. // accounting is done, now do the same for all bindings
  26942. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26943. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26944. }
  26945. } else if ( index < nCachedObjects ) {
  26946. knownObject = objects[ index ];
  26947. // move existing object to the ACTIVE region
  26948. var firstActiveIndex = -- nCachedObjects,
  26949. lastCachedObject = objects[ firstActiveIndex ];
  26950. indicesByUUID[ lastCachedObject.uuid ] = index;
  26951. objects[ index ] = lastCachedObject;
  26952. indicesByUUID[ uuid ] = firstActiveIndex;
  26953. objects[ firstActiveIndex ] = object;
  26954. // accounting is done, now do the same for all bindings
  26955. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26956. var bindingsForPath = bindings[ j$1 ],
  26957. lastCached = bindingsForPath[ firstActiveIndex ];
  26958. var binding = bindingsForPath[ index ];
  26959. bindingsForPath[ index ] = lastCached;
  26960. if ( binding === undefined ) {
  26961. // since we do not bother to create new bindings
  26962. // for objects that are cached, the binding may
  26963. // or may not exist
  26964. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26965. }
  26966. bindingsForPath[ firstActiveIndex ] = binding;
  26967. }
  26968. } else if ( objects[ index ] !== knownObject ) {
  26969. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26970. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26971. } // else the object is already where we want it to be
  26972. } // for arguments
  26973. this.nCachedObjects_ = nCachedObjects;
  26974. },
  26975. remove: function () {
  26976. var objects = this._objects,
  26977. indicesByUUID = this._indicesByUUID,
  26978. bindings = this._bindings,
  26979. nBindings = bindings.length;
  26980. var nCachedObjects = this.nCachedObjects_;
  26981. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26982. var object = arguments[ i ],
  26983. uuid = object.uuid,
  26984. index = indicesByUUID[ uuid ];
  26985. if ( index !== undefined && index >= nCachedObjects ) {
  26986. // move existing object into the CACHED region
  26987. var lastCachedIndex = nCachedObjects ++,
  26988. firstActiveObject = objects[ lastCachedIndex ];
  26989. indicesByUUID[ firstActiveObject.uuid ] = index;
  26990. objects[ index ] = firstActiveObject;
  26991. indicesByUUID[ uuid ] = lastCachedIndex;
  26992. objects[ lastCachedIndex ] = object;
  26993. // accounting is done, now do the same for all bindings
  26994. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26995. var bindingsForPath = bindings[ j ],
  26996. firstActive = bindingsForPath[ lastCachedIndex ],
  26997. binding = bindingsForPath[ index ];
  26998. bindingsForPath[ index ] = firstActive;
  26999. bindingsForPath[ lastCachedIndex ] = binding;
  27000. }
  27001. }
  27002. } // for arguments
  27003. this.nCachedObjects_ = nCachedObjects;
  27004. },
  27005. // remove & forget
  27006. uncache: function () {
  27007. var objects = this._objects,
  27008. indicesByUUID = this._indicesByUUID,
  27009. bindings = this._bindings,
  27010. nBindings = bindings.length;
  27011. var nCachedObjects = this.nCachedObjects_,
  27012. nObjects = objects.length;
  27013. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  27014. var object = arguments[ i ],
  27015. uuid = object.uuid,
  27016. index = indicesByUUID[ uuid ];
  27017. if ( index !== undefined ) {
  27018. delete indicesByUUID[ uuid ];
  27019. if ( index < nCachedObjects ) {
  27020. // object is cached, shrink the CACHED region
  27021. var firstActiveIndex = -- nCachedObjects,
  27022. lastCachedObject = objects[ firstActiveIndex ],
  27023. lastIndex = -- nObjects,
  27024. lastObject = objects[ lastIndex ];
  27025. // last cached object takes this object's place
  27026. indicesByUUID[ lastCachedObject.uuid ] = index;
  27027. objects[ index ] = lastCachedObject;
  27028. // last object goes to the activated slot and pop
  27029. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  27030. objects[ firstActiveIndex ] = lastObject;
  27031. objects.pop();
  27032. // accounting is done, now do the same for all bindings
  27033. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  27034. var bindingsForPath = bindings[ j ],
  27035. lastCached = bindingsForPath[ firstActiveIndex ],
  27036. last = bindingsForPath[ lastIndex ];
  27037. bindingsForPath[ index ] = lastCached;
  27038. bindingsForPath[ firstActiveIndex ] = last;
  27039. bindingsForPath.pop();
  27040. }
  27041. } else {
  27042. // object is active, just swap with the last and pop
  27043. var lastIndex$1 = -- nObjects,
  27044. lastObject$1 = objects[ lastIndex$1 ];
  27045. indicesByUUID[ lastObject$1.uuid ] = index;
  27046. objects[ index ] = lastObject$1;
  27047. objects.pop();
  27048. // accounting is done, now do the same for all bindings
  27049. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  27050. var bindingsForPath$1 = bindings[ j$1 ];
  27051. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  27052. bindingsForPath$1.pop();
  27053. }
  27054. } // cached or active
  27055. } // if object is known
  27056. } // for arguments
  27057. this.nCachedObjects_ = nCachedObjects;
  27058. },
  27059. // Internal interface used by befriended PropertyBinding.Composite:
  27060. subscribe_: function ( path, parsedPath ) {
  27061. // returns an array of bindings for the given path that is changed
  27062. // according to the contained objects in the group
  27063. var indicesByPath = this._bindingsIndicesByPath,
  27064. index = indicesByPath[ path ],
  27065. bindings = this._bindings;
  27066. if ( index !== undefined ) { return bindings[ index ]; }
  27067. var paths = this._paths,
  27068. parsedPaths = this._parsedPaths,
  27069. objects = this._objects,
  27070. nObjects = objects.length,
  27071. nCachedObjects = this.nCachedObjects_,
  27072. bindingsForPath = new Array( nObjects );
  27073. index = bindings.length;
  27074. indicesByPath[ path ] = index;
  27075. paths.push( path );
  27076. parsedPaths.push( parsedPath );
  27077. bindings.push( bindingsForPath );
  27078. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  27079. var object = objects[ i ];
  27080. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  27081. }
  27082. return bindingsForPath;
  27083. },
  27084. unsubscribe_: function ( path ) {
  27085. // tells the group to forget about a property path and no longer
  27086. // update the array previously obtained with 'subscribe_'
  27087. var indicesByPath = this._bindingsIndicesByPath,
  27088. index = indicesByPath[ path ];
  27089. if ( index !== undefined ) {
  27090. var paths = this._paths,
  27091. parsedPaths = this._parsedPaths,
  27092. bindings = this._bindings,
  27093. lastBindingsIndex = bindings.length - 1,
  27094. lastBindings = bindings[ lastBindingsIndex ],
  27095. lastBindingsPath = path[ lastBindingsIndex ];
  27096. indicesByPath[ lastBindingsPath ] = index;
  27097. bindings[ index ] = lastBindings;
  27098. bindings.pop();
  27099. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  27100. parsedPaths.pop();
  27101. paths[ index ] = paths[ lastBindingsIndex ];
  27102. paths.pop();
  27103. }
  27104. }
  27105. } );
  27106. /**
  27107. *
  27108. * Action provided by AnimationMixer for scheduling clip playback on specific
  27109. * objects.
  27110. *
  27111. * @author Ben Houston / http://clara.io/
  27112. * @author David Sarno / http://lighthaus.us/
  27113. * @author tschw
  27114. *
  27115. */
  27116. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  27117. this._mixer = mixer;
  27118. this._clip = clip;
  27119. this._localRoot = localRoot || null;
  27120. this.blendMode = blendMode || clip.blendMode;
  27121. var tracks = clip.tracks,
  27122. nTracks = tracks.length,
  27123. interpolants = new Array( nTracks );
  27124. var interpolantSettings = {
  27125. endingStart: ZeroCurvatureEnding,
  27126. endingEnd: ZeroCurvatureEnding
  27127. };
  27128. for ( var i = 0; i !== nTracks; ++ i ) {
  27129. var interpolant = tracks[ i ].createInterpolant( null );
  27130. interpolants[ i ] = interpolant;
  27131. interpolant.settings = interpolantSettings;
  27132. }
  27133. this._interpolantSettings = interpolantSettings;
  27134. this._interpolants = interpolants; // bound by the mixer
  27135. // inside: PropertyMixer (managed by the mixer)
  27136. this._propertyBindings = new Array( nTracks );
  27137. this._cacheIndex = null; // for the memory manager
  27138. this._byClipCacheIndex = null; // for the memory manager
  27139. this._timeScaleInterpolant = null;
  27140. this._weightInterpolant = null;
  27141. this.loop = LoopRepeat;
  27142. this._loopCount = - 1;
  27143. // global mixer time when the action is to be started
  27144. // it's set back to 'null' upon start of the action
  27145. this._startTime = null;
  27146. // scaled local time of the action
  27147. // gets clamped or wrapped to 0..clip.duration according to loop
  27148. this.time = 0;
  27149. this.timeScale = 1;
  27150. this._effectiveTimeScale = 1;
  27151. this.weight = 1;
  27152. this._effectiveWeight = 1;
  27153. this.repetitions = Infinity; // no. of repetitions when looping
  27154. this.paused = false; // true -> zero effective time scale
  27155. this.enabled = true; // false -> zero effective weight
  27156. this.clampWhenFinished = false;// keep feeding the last frame?
  27157. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  27158. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  27159. }
  27160. Object.assign( AnimationAction.prototype, {
  27161. // State & Scheduling
  27162. play: function () {
  27163. this._mixer._activateAction( this );
  27164. return this;
  27165. },
  27166. stop: function () {
  27167. this._mixer._deactivateAction( this );
  27168. return this.reset();
  27169. },
  27170. reset: function () {
  27171. this.paused = false;
  27172. this.enabled = true;
  27173. this.time = 0; // restart clip
  27174. this._loopCount = - 1;// forget previous loops
  27175. this._startTime = null;// forget scheduling
  27176. return this.stopFading().stopWarping();
  27177. },
  27178. isRunning: function () {
  27179. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  27180. this._startTime === null && this._mixer._isActiveAction( this );
  27181. },
  27182. // return true when play has been called
  27183. isScheduled: function () {
  27184. return this._mixer._isActiveAction( this );
  27185. },
  27186. startAt: function ( time ) {
  27187. this._startTime = time;
  27188. return this;
  27189. },
  27190. setLoop: function ( mode, repetitions ) {
  27191. this.loop = mode;
  27192. this.repetitions = repetitions;
  27193. return this;
  27194. },
  27195. // Weight
  27196. // set the weight stopping any scheduled fading
  27197. // although .enabled = false yields an effective weight of zero, this
  27198. // method does *not* change .enabled, because it would be confusing
  27199. setEffectiveWeight: function ( weight ) {
  27200. this.weight = weight;
  27201. // note: same logic as when updated at runtime
  27202. this._effectiveWeight = this.enabled ? weight : 0;
  27203. return this.stopFading();
  27204. },
  27205. // return the weight considering fading and .enabled
  27206. getEffectiveWeight: function () {
  27207. return this._effectiveWeight;
  27208. },
  27209. fadeIn: function ( duration ) {
  27210. return this._scheduleFading( duration, 0, 1 );
  27211. },
  27212. fadeOut: function ( duration ) {
  27213. return this._scheduleFading( duration, 1, 0 );
  27214. },
  27215. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  27216. fadeOutAction.fadeOut( duration );
  27217. this.fadeIn( duration );
  27218. if ( warp ) {
  27219. var fadeInDuration = this._clip.duration,
  27220. fadeOutDuration = fadeOutAction._clip.duration,
  27221. startEndRatio = fadeOutDuration / fadeInDuration,
  27222. endStartRatio = fadeInDuration / fadeOutDuration;
  27223. fadeOutAction.warp( 1.0, startEndRatio, duration );
  27224. this.warp( endStartRatio, 1.0, duration );
  27225. }
  27226. return this;
  27227. },
  27228. crossFadeTo: function ( fadeInAction, duration, warp ) {
  27229. return fadeInAction.crossFadeFrom( this, duration, warp );
  27230. },
  27231. stopFading: function () {
  27232. var weightInterpolant = this._weightInterpolant;
  27233. if ( weightInterpolant !== null ) {
  27234. this._weightInterpolant = null;
  27235. this._mixer._takeBackControlInterpolant( weightInterpolant );
  27236. }
  27237. return this;
  27238. },
  27239. // Time Scale Control
  27240. // set the time scale stopping any scheduled warping
  27241. // although .paused = true yields an effective time scale of zero, this
  27242. // method does *not* change .paused, because it would be confusing
  27243. setEffectiveTimeScale: function ( timeScale ) {
  27244. this.timeScale = timeScale;
  27245. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  27246. return this.stopWarping();
  27247. },
  27248. // return the time scale considering warping and .paused
  27249. getEffectiveTimeScale: function () {
  27250. return this._effectiveTimeScale;
  27251. },
  27252. setDuration: function ( duration ) {
  27253. this.timeScale = this._clip.duration / duration;
  27254. return this.stopWarping();
  27255. },
  27256. syncWith: function ( action ) {
  27257. this.time = action.time;
  27258. this.timeScale = action.timeScale;
  27259. return this.stopWarping();
  27260. },
  27261. halt: function ( duration ) {
  27262. return this.warp( this._effectiveTimeScale, 0, duration );
  27263. },
  27264. warp: function ( startTimeScale, endTimeScale, duration ) {
  27265. var mixer = this._mixer,
  27266. now = mixer.time,
  27267. timeScale = this.timeScale;
  27268. var interpolant = this._timeScaleInterpolant;
  27269. if ( interpolant === null ) {
  27270. interpolant = mixer._lendControlInterpolant();
  27271. this._timeScaleInterpolant = interpolant;
  27272. }
  27273. var times = interpolant.parameterPositions,
  27274. values = interpolant.sampleValues;
  27275. times[ 0 ] = now;
  27276. times[ 1 ] = now + duration;
  27277. values[ 0 ] = startTimeScale / timeScale;
  27278. values[ 1 ] = endTimeScale / timeScale;
  27279. return this;
  27280. },
  27281. stopWarping: function () {
  27282. var timeScaleInterpolant = this._timeScaleInterpolant;
  27283. if ( timeScaleInterpolant !== null ) {
  27284. this._timeScaleInterpolant = null;
  27285. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  27286. }
  27287. return this;
  27288. },
  27289. // Object Accessors
  27290. getMixer: function () {
  27291. return this._mixer;
  27292. },
  27293. getClip: function () {
  27294. return this._clip;
  27295. },
  27296. getRoot: function () {
  27297. return this._localRoot || this._mixer._root;
  27298. },
  27299. // Interna
  27300. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  27301. // called by the mixer
  27302. if ( ! this.enabled ) {
  27303. // call ._updateWeight() to update ._effectiveWeight
  27304. this._updateWeight( time );
  27305. return;
  27306. }
  27307. var startTime = this._startTime;
  27308. if ( startTime !== null ) {
  27309. // check for scheduled start of action
  27310. var timeRunning = ( time - startTime ) * timeDirection;
  27311. if ( timeRunning < 0 || timeDirection === 0 ) {
  27312. return; // yet to come / don't decide when delta = 0
  27313. }
  27314. // start
  27315. this._startTime = null; // unschedule
  27316. deltaTime = timeDirection * timeRunning;
  27317. }
  27318. // apply time scale and advance time
  27319. deltaTime *= this._updateTimeScale( time );
  27320. var clipTime = this._updateTime( deltaTime );
  27321. // note: _updateTime may disable the action resulting in
  27322. // an effective weight of 0
  27323. var weight = this._updateWeight( time );
  27324. if ( weight > 0 ) {
  27325. var interpolants = this._interpolants;
  27326. var propertyMixers = this._propertyBindings;
  27327. switch ( this.blendMode ) {
  27328. case AdditiveAnimationBlendMode:
  27329. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27330. interpolants[ j ].evaluate( clipTime );
  27331. propertyMixers[ j ].accumulateAdditive( weight );
  27332. }
  27333. break;
  27334. case NormalAnimationBlendMode:
  27335. default:
  27336. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27337. interpolants[ j$1 ].evaluate( clipTime );
  27338. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27339. }
  27340. }
  27341. }
  27342. },
  27343. _updateWeight: function ( time ) {
  27344. var weight = 0;
  27345. if ( this.enabled ) {
  27346. weight = this.weight;
  27347. var interpolant = this._weightInterpolant;
  27348. if ( interpolant !== null ) {
  27349. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27350. weight *= interpolantValue;
  27351. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27352. this.stopFading();
  27353. if ( interpolantValue === 0 ) {
  27354. // faded out, disable
  27355. this.enabled = false;
  27356. }
  27357. }
  27358. }
  27359. }
  27360. this._effectiveWeight = weight;
  27361. return weight;
  27362. },
  27363. _updateTimeScale: function ( time ) {
  27364. var timeScale = 0;
  27365. if ( ! this.paused ) {
  27366. timeScale = this.timeScale;
  27367. var interpolant = this._timeScaleInterpolant;
  27368. if ( interpolant !== null ) {
  27369. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27370. timeScale *= interpolantValue;
  27371. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27372. this.stopWarping();
  27373. if ( timeScale === 0 ) {
  27374. // motion has halted, pause
  27375. this.paused = true;
  27376. } else {
  27377. // warp done - apply final time scale
  27378. this.timeScale = timeScale;
  27379. }
  27380. }
  27381. }
  27382. }
  27383. this._effectiveTimeScale = timeScale;
  27384. return timeScale;
  27385. },
  27386. _updateTime: function ( deltaTime ) {
  27387. var duration = this._clip.duration;
  27388. var loop = this.loop;
  27389. var time = this.time + deltaTime;
  27390. var loopCount = this._loopCount;
  27391. var pingPong = ( loop === LoopPingPong );
  27392. if ( deltaTime === 0 ) {
  27393. if ( loopCount === - 1 ) { return time; }
  27394. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27395. }
  27396. if ( loop === LoopOnce ) {
  27397. if ( loopCount === - 1 ) {
  27398. // just started
  27399. this._loopCount = 0;
  27400. this._setEndings( true, true, false );
  27401. }
  27402. handle_stop: {
  27403. if ( time >= duration ) {
  27404. time = duration;
  27405. } else if ( time < 0 ) {
  27406. time = 0;
  27407. } else {
  27408. this.time = time;
  27409. break handle_stop;
  27410. }
  27411. if ( this.clampWhenFinished ) { this.paused = true; }
  27412. else { this.enabled = false; }
  27413. this.time = time;
  27414. this._mixer.dispatchEvent( {
  27415. type: 'finished', action: this,
  27416. direction: deltaTime < 0 ? - 1 : 1
  27417. } );
  27418. }
  27419. } else { // repetitive Repeat or PingPong
  27420. if ( loopCount === - 1 ) {
  27421. // just started
  27422. if ( deltaTime >= 0 ) {
  27423. loopCount = 0;
  27424. this._setEndings( true, this.repetitions === 0, pingPong );
  27425. } else {
  27426. // when looping in reverse direction, the initial
  27427. // transition through zero counts as a repetition,
  27428. // so leave loopCount at -1
  27429. this._setEndings( this.repetitions === 0, true, pingPong );
  27430. }
  27431. }
  27432. if ( time >= duration || time < 0 ) {
  27433. // wrap around
  27434. var loopDelta = Math.floor( time / duration ); // signed
  27435. time -= duration * loopDelta;
  27436. loopCount += Math.abs( loopDelta );
  27437. var pending = this.repetitions - loopCount;
  27438. if ( pending <= 0 ) {
  27439. // have to stop (switch state, clamp time, fire event)
  27440. if ( this.clampWhenFinished ) { this.paused = true; }
  27441. else { this.enabled = false; }
  27442. time = deltaTime > 0 ? duration : 0;
  27443. this.time = time;
  27444. this._mixer.dispatchEvent( {
  27445. type: 'finished', action: this,
  27446. direction: deltaTime > 0 ? 1 : - 1
  27447. } );
  27448. } else {
  27449. // keep running
  27450. if ( pending === 1 ) {
  27451. // entering the last round
  27452. var atStart = deltaTime < 0;
  27453. this._setEndings( atStart, ! atStart, pingPong );
  27454. } else {
  27455. this._setEndings( false, false, pingPong );
  27456. }
  27457. this._loopCount = loopCount;
  27458. this.time = time;
  27459. this._mixer.dispatchEvent( {
  27460. type: 'loop', action: this, loopDelta: loopDelta
  27461. } );
  27462. }
  27463. } else {
  27464. this.time = time;
  27465. }
  27466. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27467. // invert time for the "pong round"
  27468. return duration - time;
  27469. }
  27470. }
  27471. return time;
  27472. },
  27473. _setEndings: function ( atStart, atEnd, pingPong ) {
  27474. var settings = this._interpolantSettings;
  27475. if ( pingPong ) {
  27476. settings.endingStart = ZeroSlopeEnding;
  27477. settings.endingEnd = ZeroSlopeEnding;
  27478. } else {
  27479. // assuming for LoopOnce atStart == atEnd == true
  27480. if ( atStart ) {
  27481. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27482. } else {
  27483. settings.endingStart = WrapAroundEnding;
  27484. }
  27485. if ( atEnd ) {
  27486. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27487. } else {
  27488. settings.endingEnd = WrapAroundEnding;
  27489. }
  27490. }
  27491. },
  27492. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27493. var mixer = this._mixer, now = mixer.time;
  27494. var interpolant = this._weightInterpolant;
  27495. if ( interpolant === null ) {
  27496. interpolant = mixer._lendControlInterpolant();
  27497. this._weightInterpolant = interpolant;
  27498. }
  27499. var times = interpolant.parameterPositions,
  27500. values = interpolant.sampleValues;
  27501. times[ 0 ] = now;
  27502. values[ 0 ] = weightNow;
  27503. times[ 1 ] = now + duration;
  27504. values[ 1 ] = weightThen;
  27505. return this;
  27506. }
  27507. } );
  27508. /**
  27509. *
  27510. * Player for AnimationClips.
  27511. *
  27512. *
  27513. * @author Ben Houston / http://clara.io/
  27514. * @author David Sarno / http://lighthaus.us/
  27515. * @author tschw
  27516. */
  27517. function AnimationMixer( root ) {
  27518. this._root = root;
  27519. this._initMemoryManager();
  27520. this._accuIndex = 0;
  27521. this.time = 0;
  27522. this.timeScale = 1.0;
  27523. }
  27524. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27525. constructor: AnimationMixer,
  27526. _bindAction: function ( action, prototypeAction ) {
  27527. var root = action._localRoot || this._root,
  27528. tracks = action._clip.tracks,
  27529. nTracks = tracks.length,
  27530. bindings = action._propertyBindings,
  27531. interpolants = action._interpolants,
  27532. rootUuid = root.uuid,
  27533. bindingsByRoot = this._bindingsByRootAndName;
  27534. var bindingsByName = bindingsByRoot[ rootUuid ];
  27535. if ( bindingsByName === undefined ) {
  27536. bindingsByName = {};
  27537. bindingsByRoot[ rootUuid ] = bindingsByName;
  27538. }
  27539. for ( var i = 0; i !== nTracks; ++ i ) {
  27540. var track = tracks[ i ],
  27541. trackName = track.name;
  27542. var binding = bindingsByName[ trackName ];
  27543. if ( binding !== undefined ) {
  27544. bindings[ i ] = binding;
  27545. } else {
  27546. binding = bindings[ i ];
  27547. if ( binding !== undefined ) {
  27548. // existing binding, make sure the cache knows
  27549. if ( binding._cacheIndex === null ) {
  27550. ++ binding.referenceCount;
  27551. this._addInactiveBinding( binding, rootUuid, trackName );
  27552. }
  27553. continue;
  27554. }
  27555. var path = prototypeAction && prototypeAction.
  27556. _propertyBindings[ i ].binding.parsedPath;
  27557. binding = new PropertyMixer(
  27558. PropertyBinding.create( root, trackName, path ),
  27559. track.ValueTypeName, track.getValueSize() );
  27560. ++ binding.referenceCount;
  27561. this._addInactiveBinding( binding, rootUuid, trackName );
  27562. bindings[ i ] = binding;
  27563. }
  27564. interpolants[ i ].resultBuffer = binding.buffer;
  27565. }
  27566. },
  27567. _activateAction: function ( action ) {
  27568. if ( ! this._isActiveAction( action ) ) {
  27569. if ( action._cacheIndex === null ) {
  27570. // this action has been forgotten by the cache, but the user
  27571. // appears to be still using it -> rebind
  27572. var rootUuid = ( action._localRoot || this._root ).uuid,
  27573. clipUuid = action._clip.uuid,
  27574. actionsForClip = this._actionsByClip[ clipUuid ];
  27575. this._bindAction( action,
  27576. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27577. this._addInactiveAction( action, clipUuid, rootUuid );
  27578. }
  27579. var bindings = action._propertyBindings;
  27580. // increment reference counts / sort out state
  27581. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27582. var binding = bindings[ i ];
  27583. if ( binding.useCount ++ === 0 ) {
  27584. this._lendBinding( binding );
  27585. binding.saveOriginalState();
  27586. }
  27587. }
  27588. this._lendAction( action );
  27589. }
  27590. },
  27591. _deactivateAction: function ( action ) {
  27592. if ( this._isActiveAction( action ) ) {
  27593. var bindings = action._propertyBindings;
  27594. // decrement reference counts / sort out state
  27595. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27596. var binding = bindings[ i ];
  27597. if ( -- binding.useCount === 0 ) {
  27598. binding.restoreOriginalState();
  27599. this._takeBackBinding( binding );
  27600. }
  27601. }
  27602. this._takeBackAction( action );
  27603. }
  27604. },
  27605. // Memory manager
  27606. _initMemoryManager: function () {
  27607. this._actions = []; // 'nActiveActions' followed by inactive ones
  27608. this._nActiveActions = 0;
  27609. this._actionsByClip = {};
  27610. // inside:
  27611. // {
  27612. // knownActions: Array< AnimationAction > - used as prototypes
  27613. // actionByRoot: AnimationAction - lookup
  27614. // }
  27615. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27616. this._nActiveBindings = 0;
  27617. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27618. this._controlInterpolants = []; // same game as above
  27619. this._nActiveControlInterpolants = 0;
  27620. var scope = this;
  27621. this.stats = {
  27622. actions: {
  27623. get total() {
  27624. return scope._actions.length;
  27625. },
  27626. get inUse() {
  27627. return scope._nActiveActions;
  27628. }
  27629. },
  27630. bindings: {
  27631. get total() {
  27632. return scope._bindings.length;
  27633. },
  27634. get inUse() {
  27635. return scope._nActiveBindings;
  27636. }
  27637. },
  27638. controlInterpolants: {
  27639. get total() {
  27640. return scope._controlInterpolants.length;
  27641. },
  27642. get inUse() {
  27643. return scope._nActiveControlInterpolants;
  27644. }
  27645. }
  27646. };
  27647. },
  27648. // Memory management for AnimationAction objects
  27649. _isActiveAction: function ( action ) {
  27650. var index = action._cacheIndex;
  27651. return index !== null && index < this._nActiveActions;
  27652. },
  27653. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27654. var actions = this._actions,
  27655. actionsByClip = this._actionsByClip;
  27656. var actionsForClip = actionsByClip[ clipUuid ];
  27657. if ( actionsForClip === undefined ) {
  27658. actionsForClip = {
  27659. knownActions: [ action ],
  27660. actionByRoot: {}
  27661. };
  27662. action._byClipCacheIndex = 0;
  27663. actionsByClip[ clipUuid ] = actionsForClip;
  27664. } else {
  27665. var knownActions = actionsForClip.knownActions;
  27666. action._byClipCacheIndex = knownActions.length;
  27667. knownActions.push( action );
  27668. }
  27669. action._cacheIndex = actions.length;
  27670. actions.push( action );
  27671. actionsForClip.actionByRoot[ rootUuid ] = action;
  27672. },
  27673. _removeInactiveAction: function ( action ) {
  27674. var actions = this._actions,
  27675. lastInactiveAction = actions[ actions.length - 1 ],
  27676. cacheIndex = action._cacheIndex;
  27677. lastInactiveAction._cacheIndex = cacheIndex;
  27678. actions[ cacheIndex ] = lastInactiveAction;
  27679. actions.pop();
  27680. action._cacheIndex = null;
  27681. var clipUuid = action._clip.uuid,
  27682. actionsByClip = this._actionsByClip,
  27683. actionsForClip = actionsByClip[ clipUuid ],
  27684. knownActionsForClip = actionsForClip.knownActions,
  27685. lastKnownAction =
  27686. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27687. byClipCacheIndex = action._byClipCacheIndex;
  27688. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27689. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27690. knownActionsForClip.pop();
  27691. action._byClipCacheIndex = null;
  27692. var actionByRoot = actionsForClip.actionByRoot,
  27693. rootUuid = ( action._localRoot || this._root ).uuid;
  27694. delete actionByRoot[ rootUuid ];
  27695. if ( knownActionsForClip.length === 0 ) {
  27696. delete actionsByClip[ clipUuid ];
  27697. }
  27698. this._removeInactiveBindingsForAction( action );
  27699. },
  27700. _removeInactiveBindingsForAction: function ( action ) {
  27701. var bindings = action._propertyBindings;
  27702. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27703. var binding = bindings[ i ];
  27704. if ( -- binding.referenceCount === 0 ) {
  27705. this._removeInactiveBinding( binding );
  27706. }
  27707. }
  27708. },
  27709. _lendAction: function ( action ) {
  27710. // [ active actions | inactive actions ]
  27711. // [ active actions >| inactive actions ]
  27712. // s a
  27713. // <-swap->
  27714. // a s
  27715. var actions = this._actions,
  27716. prevIndex = action._cacheIndex,
  27717. lastActiveIndex = this._nActiveActions ++,
  27718. firstInactiveAction = actions[ lastActiveIndex ];
  27719. action._cacheIndex = lastActiveIndex;
  27720. actions[ lastActiveIndex ] = action;
  27721. firstInactiveAction._cacheIndex = prevIndex;
  27722. actions[ prevIndex ] = firstInactiveAction;
  27723. },
  27724. _takeBackAction: function ( action ) {
  27725. // [ active actions | inactive actions ]
  27726. // [ active actions |< inactive actions ]
  27727. // a s
  27728. // <-swap->
  27729. // s a
  27730. var actions = this._actions,
  27731. prevIndex = action._cacheIndex,
  27732. firstInactiveIndex = -- this._nActiveActions,
  27733. lastActiveAction = actions[ firstInactiveIndex ];
  27734. action._cacheIndex = firstInactiveIndex;
  27735. actions[ firstInactiveIndex ] = action;
  27736. lastActiveAction._cacheIndex = prevIndex;
  27737. actions[ prevIndex ] = lastActiveAction;
  27738. },
  27739. // Memory management for PropertyMixer objects
  27740. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27741. var bindingsByRoot = this._bindingsByRootAndName,
  27742. bindings = this._bindings;
  27743. var bindingByName = bindingsByRoot[ rootUuid ];
  27744. if ( bindingByName === undefined ) {
  27745. bindingByName = {};
  27746. bindingsByRoot[ rootUuid ] = bindingByName;
  27747. }
  27748. bindingByName[ trackName ] = binding;
  27749. binding._cacheIndex = bindings.length;
  27750. bindings.push( binding );
  27751. },
  27752. _removeInactiveBinding: function ( binding ) {
  27753. var bindings = this._bindings,
  27754. propBinding = binding.binding,
  27755. rootUuid = propBinding.rootNode.uuid,
  27756. trackName = propBinding.path,
  27757. bindingsByRoot = this._bindingsByRootAndName,
  27758. bindingByName = bindingsByRoot[ rootUuid ],
  27759. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27760. cacheIndex = binding._cacheIndex;
  27761. lastInactiveBinding._cacheIndex = cacheIndex;
  27762. bindings[ cacheIndex ] = lastInactiveBinding;
  27763. bindings.pop();
  27764. delete bindingByName[ trackName ];
  27765. if ( Object.keys( bindingByName ).length === 0 ) {
  27766. delete bindingsByRoot[ rootUuid ];
  27767. }
  27768. },
  27769. _lendBinding: function ( binding ) {
  27770. var bindings = this._bindings,
  27771. prevIndex = binding._cacheIndex,
  27772. lastActiveIndex = this._nActiveBindings ++,
  27773. firstInactiveBinding = bindings[ lastActiveIndex ];
  27774. binding._cacheIndex = lastActiveIndex;
  27775. bindings[ lastActiveIndex ] = binding;
  27776. firstInactiveBinding._cacheIndex = prevIndex;
  27777. bindings[ prevIndex ] = firstInactiveBinding;
  27778. },
  27779. _takeBackBinding: function ( binding ) {
  27780. var bindings = this._bindings,
  27781. prevIndex = binding._cacheIndex,
  27782. firstInactiveIndex = -- this._nActiveBindings,
  27783. lastActiveBinding = bindings[ firstInactiveIndex ];
  27784. binding._cacheIndex = firstInactiveIndex;
  27785. bindings[ firstInactiveIndex ] = binding;
  27786. lastActiveBinding._cacheIndex = prevIndex;
  27787. bindings[ prevIndex ] = lastActiveBinding;
  27788. },
  27789. // Memory management of Interpolants for weight and time scale
  27790. _lendControlInterpolant: function () {
  27791. var interpolants = this._controlInterpolants,
  27792. lastActiveIndex = this._nActiveControlInterpolants ++;
  27793. var interpolant = interpolants[ lastActiveIndex ];
  27794. if ( interpolant === undefined ) {
  27795. interpolant = new LinearInterpolant(
  27796. new Float32Array( 2 ), new Float32Array( 2 ),
  27797. 1, this._controlInterpolantsResultBuffer );
  27798. interpolant.__cacheIndex = lastActiveIndex;
  27799. interpolants[ lastActiveIndex ] = interpolant;
  27800. }
  27801. return interpolant;
  27802. },
  27803. _takeBackControlInterpolant: function ( interpolant ) {
  27804. var interpolants = this._controlInterpolants,
  27805. prevIndex = interpolant.__cacheIndex,
  27806. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27807. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27808. interpolant.__cacheIndex = firstInactiveIndex;
  27809. interpolants[ firstInactiveIndex ] = interpolant;
  27810. lastActiveInterpolant.__cacheIndex = prevIndex;
  27811. interpolants[ prevIndex ] = lastActiveInterpolant;
  27812. },
  27813. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27814. // return an action for a clip optionally using a custom root target
  27815. // object (this method allocates a lot of dynamic memory in case a
  27816. // previously unknown clip/root combination is specified)
  27817. clipAction: function ( clip, optionalRoot, blendMode ) {
  27818. var root = optionalRoot || this._root,
  27819. rootUuid = root.uuid;
  27820. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27821. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27822. var actionsForClip = this._actionsByClip[ clipUuid ],
  27823. prototypeAction = null;
  27824. if ( blendMode === undefined ) {
  27825. if ( clipObject !== null ) {
  27826. blendMode = clipObject.blendMode;
  27827. } else {
  27828. blendMode = NormalAnimationBlendMode;
  27829. }
  27830. }
  27831. if ( actionsForClip !== undefined ) {
  27832. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27833. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27834. return existingAction;
  27835. }
  27836. // we know the clip, so we don't have to parse all
  27837. // the bindings again but can just copy
  27838. prototypeAction = actionsForClip.knownActions[ 0 ];
  27839. // also, take the clip from the prototype action
  27840. if ( clipObject === null )
  27841. { clipObject = prototypeAction._clip; }
  27842. }
  27843. // clip must be known when specified via string
  27844. if ( clipObject === null ) { return null; }
  27845. // allocate all resources required to run it
  27846. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27847. this._bindAction( newAction, prototypeAction );
  27848. // and make the action known to the memory manager
  27849. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27850. return newAction;
  27851. },
  27852. // get an existing action
  27853. existingAction: function ( clip, optionalRoot ) {
  27854. var root = optionalRoot || this._root,
  27855. rootUuid = root.uuid,
  27856. clipObject = typeof clip === 'string' ?
  27857. AnimationClip.findByName( root, clip ) : clip,
  27858. clipUuid = clipObject ? clipObject.uuid : clip,
  27859. actionsForClip = this._actionsByClip[ clipUuid ];
  27860. if ( actionsForClip !== undefined ) {
  27861. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27862. }
  27863. return null;
  27864. },
  27865. // deactivates all previously scheduled actions
  27866. stopAllAction: function () {
  27867. var actions = this._actions,
  27868. nActions = this._nActiveActions;
  27869. for ( var i = nActions - 1; i >= 0; -- i ) {
  27870. actions[ i ].stop();
  27871. }
  27872. return this;
  27873. },
  27874. // advance the time and update apply the animation
  27875. update: function ( deltaTime ) {
  27876. deltaTime *= this.timeScale;
  27877. var actions = this._actions,
  27878. nActions = this._nActiveActions,
  27879. time = this.time += deltaTime,
  27880. timeDirection = Math.sign( deltaTime ),
  27881. accuIndex = this._accuIndex ^= 1;
  27882. // run active actions
  27883. for ( var i = 0; i !== nActions; ++ i ) {
  27884. var action = actions[ i ];
  27885. action._update( time, deltaTime, timeDirection, accuIndex );
  27886. }
  27887. // update scene graph
  27888. var bindings = this._bindings,
  27889. nBindings = this._nActiveBindings;
  27890. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27891. bindings[ i$1 ].apply( accuIndex );
  27892. }
  27893. return this;
  27894. },
  27895. // Allows you to seek to a specific time in an animation.
  27896. setTime: function ( timeInSeconds ) {
  27897. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27898. for ( var i = 0; i < this._actions.length; i ++ ) {
  27899. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27900. }
  27901. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27902. },
  27903. // return this mixer's root target object
  27904. getRoot: function () {
  27905. return this._root;
  27906. },
  27907. // free all resources specific to a particular clip
  27908. uncacheClip: function ( clip ) {
  27909. var actions = this._actions,
  27910. clipUuid = clip.uuid,
  27911. actionsByClip = this._actionsByClip,
  27912. actionsForClip = actionsByClip[ clipUuid ];
  27913. if ( actionsForClip !== undefined ) {
  27914. // note: just calling _removeInactiveAction would mess up the
  27915. // iteration state and also require updating the state we can
  27916. // just throw away
  27917. var actionsToRemove = actionsForClip.knownActions;
  27918. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27919. var action = actionsToRemove[ i ];
  27920. this._deactivateAction( action );
  27921. var cacheIndex = action._cacheIndex,
  27922. lastInactiveAction = actions[ actions.length - 1 ];
  27923. action._cacheIndex = null;
  27924. action._byClipCacheIndex = null;
  27925. lastInactiveAction._cacheIndex = cacheIndex;
  27926. actions[ cacheIndex ] = lastInactiveAction;
  27927. actions.pop();
  27928. this._removeInactiveBindingsForAction( action );
  27929. }
  27930. delete actionsByClip[ clipUuid ];
  27931. }
  27932. },
  27933. // free all resources specific to a particular root target object
  27934. uncacheRoot: function ( root ) {
  27935. var rootUuid = root.uuid,
  27936. actionsByClip = this._actionsByClip;
  27937. for ( var clipUuid in actionsByClip ) {
  27938. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27939. action = actionByRoot[ rootUuid ];
  27940. if ( action !== undefined ) {
  27941. this._deactivateAction( action );
  27942. this._removeInactiveAction( action );
  27943. }
  27944. }
  27945. var bindingsByRoot = this._bindingsByRootAndName,
  27946. bindingByName = bindingsByRoot[ rootUuid ];
  27947. if ( bindingByName !== undefined ) {
  27948. for ( var trackName in bindingByName ) {
  27949. var binding = bindingByName[ trackName ];
  27950. binding.restoreOriginalState();
  27951. this._removeInactiveBinding( binding );
  27952. }
  27953. }
  27954. },
  27955. // remove a targeted clip from the cache
  27956. uncacheAction: function ( clip, optionalRoot ) {
  27957. var action = this.existingAction( clip, optionalRoot );
  27958. if ( action !== null ) {
  27959. this._deactivateAction( action );
  27960. this._removeInactiveAction( action );
  27961. }
  27962. }
  27963. } );
  27964. /**
  27965. * @author mrdoob / http://mrdoob.com/
  27966. */
  27967. function Uniform( value ) {
  27968. if ( typeof value === 'string' ) {
  27969. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27970. value = arguments[ 1 ];
  27971. }
  27972. this.value = value;
  27973. }
  27974. Uniform.prototype.clone = function () {
  27975. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27976. };
  27977. /**
  27978. * @author benaadams / https://twitter.com/ben_a_adams
  27979. */
  27980. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27981. InterleavedBuffer.call( this, array, stride );
  27982. this.meshPerAttribute = meshPerAttribute || 1;
  27983. }
  27984. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27985. constructor: InstancedInterleavedBuffer,
  27986. isInstancedInterleavedBuffer: true,
  27987. copy: function ( source ) {
  27988. InterleavedBuffer.prototype.copy.call( this, source );
  27989. this.meshPerAttribute = source.meshPerAttribute;
  27990. return this;
  27991. },
  27992. clone: function ( data ) {
  27993. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27994. ib.meshPerAttribute = this.meshPerAttribute;
  27995. return ib;
  27996. },
  27997. toJSON: function ( data ) {
  27998. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27999. json.isInstancedInterleavedBuffer = true;
  28000. json.meshPerAttribute = this.meshPerAttribute;
  28001. return json;
  28002. }
  28003. } );
  28004. /**
  28005. * @author mrdoob / http://mrdoob.com/
  28006. * @author bhouston / http://clara.io/
  28007. * @author stephomi / http://stephaneginier.com/
  28008. */
  28009. function Raycaster( origin, direction, near, far ) {
  28010. this.ray = new Ray( origin, direction );
  28011. // direction is assumed to be normalized (for accurate distance calculations)
  28012. this.near = near || 0;
  28013. this.far = far || Infinity;
  28014. this.camera = null;
  28015. this.layers = new Layers();
  28016. this.params = {
  28017. Mesh: {},
  28018. Line: { threshold: 1 },
  28019. LOD: {},
  28020. Points: { threshold: 1 },
  28021. Sprite: {}
  28022. };
  28023. Object.defineProperties( this.params, {
  28024. PointCloud: {
  28025. get: function () {
  28026. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  28027. return this.Points;
  28028. }
  28029. }
  28030. } );
  28031. }
  28032. function ascSort( a, b ) {
  28033. return a.distance - b.distance;
  28034. }
  28035. function intersectObject( object, raycaster, intersects, recursive ) {
  28036. if ( object.layers.test( raycaster.layers ) ) {
  28037. object.raycast( raycaster, intersects );
  28038. }
  28039. if ( recursive === true ) {
  28040. var children = object.children;
  28041. for ( var i = 0, l = children.length; i < l; i ++ ) {
  28042. intersectObject( children[ i ], raycaster, intersects, true );
  28043. }
  28044. }
  28045. }
  28046. Object.assign( Raycaster.prototype, {
  28047. set: function ( origin, direction ) {
  28048. // direction is assumed to be normalized (for accurate distance calculations)
  28049. this.ray.set( origin, direction );
  28050. },
  28051. setFromCamera: function ( coords, camera ) {
  28052. if ( ( camera && camera.isPerspectiveCamera ) ) {
  28053. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  28054. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  28055. this.camera = camera;
  28056. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  28057. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  28058. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  28059. this.camera = camera;
  28060. } else {
  28061. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  28062. }
  28063. },
  28064. intersectObject: function ( object, recursive, optionalTarget ) {
  28065. var intersects = optionalTarget || [];
  28066. intersectObject( object, this, intersects, recursive );
  28067. intersects.sort( ascSort );
  28068. return intersects;
  28069. },
  28070. intersectObjects: function ( objects, recursive, optionalTarget ) {
  28071. var intersects = optionalTarget || [];
  28072. if ( Array.isArray( objects ) === false ) {
  28073. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  28074. return intersects;
  28075. }
  28076. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  28077. intersectObject( objects[ i ], this, intersects, recursive );
  28078. }
  28079. intersects.sort( ascSort );
  28080. return intersects;
  28081. }
  28082. } );
  28083. /**
  28084. * @author bhouston / http://clara.io
  28085. * @author WestLangley / http://github.com/WestLangley
  28086. *
  28087. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  28088. *
  28089. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  28090. * The azimuthal angle (theta) is measured from the positive z-axis.
  28091. */
  28092. var Spherical = function Spherical( radius, phi, theta ) {
  28093. if ( radius === void 0 ) radius = 1;
  28094. if ( phi === void 0 ) phi = 0;
  28095. if ( theta === void 0 ) theta = 0;
  28096. this.radius = radius;
  28097. this.phi = phi; // polar angle
  28098. this.theta = theta; // azimuthal angle
  28099. return this;
  28100. };
  28101. Spherical.prototype.set = function set ( radius, phi, theta ) {
  28102. this.radius = radius;
  28103. this.phi = phi;
  28104. this.theta = theta;
  28105. return this;
  28106. };
  28107. Spherical.prototype.clone = function clone () {
  28108. return new this.constructor().copy( this );
  28109. };
  28110. Spherical.prototype.copy = function copy ( other ) {
  28111. this.radius = other.radius;
  28112. this.phi = other.phi;
  28113. this.theta = other.theta;
  28114. return this;
  28115. };
  28116. // restrict phi to be betwee EPS and PI-EPS
  28117. Spherical.prototype.makeSafe = function makeSafe () {
  28118. var EPS = 0.000001;
  28119. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  28120. return this;
  28121. };
  28122. Spherical.prototype.setFromVector3 = function setFromVector3 ( v ) {
  28123. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28124. };
  28125. Spherical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
  28126. this.radius = Math.sqrt( x * x + y * y + z * z );
  28127. if ( this.radius === 0 ) {
  28128. this.theta = 0;
  28129. this.phi = 0;
  28130. } else {
  28131. this.theta = Math.atan2( x, z );
  28132. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  28133. }
  28134. return this;
  28135. };
  28136. /**
  28137. * @author Mugen87 / https://github.com/Mugen87
  28138. *
  28139. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  28140. *
  28141. */
  28142. function Cylindrical( radius, theta, y ) {
  28143. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  28144. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  28145. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  28146. return this;
  28147. }
  28148. Object.assign( Cylindrical.prototype, {
  28149. set: function ( radius, theta, y ) {
  28150. this.radius = radius;
  28151. this.theta = theta;
  28152. this.y = y;
  28153. return this;
  28154. },
  28155. clone: function () {
  28156. return new this.constructor().copy( this );
  28157. },
  28158. copy: function ( other ) {
  28159. this.radius = other.radius;
  28160. this.theta = other.theta;
  28161. this.y = other.y;
  28162. return this;
  28163. },
  28164. setFromVector3: function ( v ) {
  28165. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28166. },
  28167. setFromCartesianCoords: function ( x, y, z ) {
  28168. this.radius = Math.sqrt( x * x + z * z );
  28169. this.theta = Math.atan2( x, z );
  28170. this.y = y;
  28171. return this;
  28172. }
  28173. } );
  28174. /**
  28175. * @author bhouston / http://clara.io
  28176. */
  28177. var _vector$7 = new Vector2();
  28178. function Box2( min, max ) {
  28179. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  28180. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  28181. }
  28182. Object.assign( Box2.prototype, {
  28183. set: function ( min, max ) {
  28184. this.min.copy( min );
  28185. this.max.copy( max );
  28186. return this;
  28187. },
  28188. setFromPoints: function ( points ) {
  28189. this.makeEmpty();
  28190. for ( var i = 0, il = points.length; i < il; i ++ ) {
  28191. this.expandByPoint( points[ i ] );
  28192. }
  28193. return this;
  28194. },
  28195. setFromCenterAndSize: function ( center, size ) {
  28196. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  28197. this.min.copy( center ).sub( halfSize );
  28198. this.max.copy( center ).add( halfSize );
  28199. return this;
  28200. },
  28201. clone: function () {
  28202. return new this.constructor().copy( this );
  28203. },
  28204. copy: function ( box ) {
  28205. this.min.copy( box.min );
  28206. this.max.copy( box.max );
  28207. return this;
  28208. },
  28209. makeEmpty: function () {
  28210. this.min.x = this.min.y = + Infinity;
  28211. this.max.x = this.max.y = - Infinity;
  28212. return this;
  28213. },
  28214. isEmpty: function () {
  28215. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  28216. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  28217. },
  28218. getCenter: function ( target ) {
  28219. if ( target === undefined ) {
  28220. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  28221. target = new Vector2();
  28222. }
  28223. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  28224. },
  28225. getSize: function ( target ) {
  28226. if ( target === undefined ) {
  28227. console.warn( 'THREE.Box2: .getSize() target is now required' );
  28228. target = new Vector2();
  28229. }
  28230. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  28231. },
  28232. expandByPoint: function ( point ) {
  28233. this.min.min( point );
  28234. this.max.max( point );
  28235. return this;
  28236. },
  28237. expandByVector: function ( vector ) {
  28238. this.min.sub( vector );
  28239. this.max.add( vector );
  28240. return this;
  28241. },
  28242. expandByScalar: function ( scalar ) {
  28243. this.min.addScalar( - scalar );
  28244. this.max.addScalar( scalar );
  28245. return this;
  28246. },
  28247. containsPoint: function ( point ) {
  28248. return point.x < this.min.x || point.x > this.max.x ||
  28249. point.y < this.min.y || point.y > this.max.y ? false : true;
  28250. },
  28251. containsBox: function ( box ) {
  28252. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  28253. this.min.y <= box.min.y && box.max.y <= this.max.y;
  28254. },
  28255. getParameter: function ( point, target ) {
  28256. // This can potentially have a divide by zero if the box
  28257. // has a size dimension of 0.
  28258. if ( target === undefined ) {
  28259. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  28260. target = new Vector2();
  28261. }
  28262. return target.set(
  28263. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  28264. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  28265. );
  28266. },
  28267. intersectsBox: function ( box ) {
  28268. // using 4 splitting planes to rule out intersections
  28269. return box.max.x < this.min.x || box.min.x > this.max.x ||
  28270. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  28271. },
  28272. clampPoint: function ( point, target ) {
  28273. if ( target === undefined ) {
  28274. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  28275. target = new Vector2();
  28276. }
  28277. return target.copy( point ).clamp( this.min, this.max );
  28278. },
  28279. distanceToPoint: function ( point ) {
  28280. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  28281. return clampedPoint.sub( point ).length();
  28282. },
  28283. intersect: function ( box ) {
  28284. this.min.max( box.min );
  28285. this.max.min( box.max );
  28286. return this;
  28287. },
  28288. union: function ( box ) {
  28289. this.min.min( box.min );
  28290. this.max.max( box.max );
  28291. return this;
  28292. },
  28293. translate: function ( offset ) {
  28294. this.min.add( offset );
  28295. this.max.add( offset );
  28296. return this;
  28297. },
  28298. equals: function ( box ) {
  28299. return box.min.equals( this.min ) && box.max.equals( this.max );
  28300. }
  28301. } );
  28302. /**
  28303. * @author bhouston / http://clara.io
  28304. */
  28305. var _startP = new Vector3();
  28306. var _startEnd = new Vector3();
  28307. function Line3( start, end ) {
  28308. this.start = ( start !== undefined ) ? start : new Vector3();
  28309. this.end = ( end !== undefined ) ? end : new Vector3();
  28310. }
  28311. Object.assign( Line3.prototype, {
  28312. set: function ( start, end ) {
  28313. this.start.copy( start );
  28314. this.end.copy( end );
  28315. return this;
  28316. },
  28317. clone: function () {
  28318. return new this.constructor().copy( this );
  28319. },
  28320. copy: function ( line ) {
  28321. this.start.copy( line.start );
  28322. this.end.copy( line.end );
  28323. return this;
  28324. },
  28325. getCenter: function ( target ) {
  28326. if ( target === undefined ) {
  28327. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28328. target = new Vector3();
  28329. }
  28330. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28331. },
  28332. delta: function ( target ) {
  28333. if ( target === undefined ) {
  28334. console.warn( 'THREE.Line3: .delta() target is now required' );
  28335. target = new Vector3();
  28336. }
  28337. return target.subVectors( this.end, this.start );
  28338. },
  28339. distanceSq: function () {
  28340. return this.start.distanceToSquared( this.end );
  28341. },
  28342. distance: function () {
  28343. return this.start.distanceTo( this.end );
  28344. },
  28345. at: function ( t, target ) {
  28346. if ( target === undefined ) {
  28347. console.warn( 'THREE.Line3: .at() target is now required' );
  28348. target = new Vector3();
  28349. }
  28350. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28351. },
  28352. closestPointToPointParameter: function ( point, clampToLine ) {
  28353. _startP.subVectors( point, this.start );
  28354. _startEnd.subVectors( this.end, this.start );
  28355. var startEnd2 = _startEnd.dot( _startEnd );
  28356. var startEnd_startP = _startEnd.dot( _startP );
  28357. var t = startEnd_startP / startEnd2;
  28358. if ( clampToLine ) {
  28359. t = MathUtils.clamp( t, 0, 1 );
  28360. }
  28361. return t;
  28362. },
  28363. closestPointToPoint: function ( point, clampToLine, target ) {
  28364. var t = this.closestPointToPointParameter( point, clampToLine );
  28365. if ( target === undefined ) {
  28366. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28367. target = new Vector3();
  28368. }
  28369. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28370. },
  28371. applyMatrix4: function ( matrix ) {
  28372. this.start.applyMatrix4( matrix );
  28373. this.end.applyMatrix4( matrix );
  28374. return this;
  28375. },
  28376. equals: function ( line ) {
  28377. return line.start.equals( this.start ) && line.end.equals( this.end );
  28378. }
  28379. } );
  28380. /**
  28381. * @author alteredq / http://alteredqualia.com/
  28382. */
  28383. function ImmediateRenderObject( material ) {
  28384. Object3D.call( this );
  28385. this.material = material;
  28386. this.render = function ( /* renderCallback */ ) {};
  28387. this.hasPositions = false;
  28388. this.hasNormals = false;
  28389. this.hasColors = false;
  28390. this.hasUvs = false;
  28391. this.positionArray = null;
  28392. this.normalArray = null;
  28393. this.colorArray = null;
  28394. this.uvArray = null;
  28395. this.count = 0;
  28396. }
  28397. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28398. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28399. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28400. /**
  28401. * @author alteredq / http://alteredqualia.com/
  28402. * @author mrdoob / http://mrdoob.com/
  28403. * @author WestLangley / http://github.com/WestLangley
  28404. */
  28405. var _vector$8 = new Vector3();
  28406. function SpotLightHelper( light, color ) {
  28407. Object3D.call( this );
  28408. this.light = light;
  28409. this.light.updateMatrixWorld();
  28410. this.matrix = light.matrixWorld;
  28411. this.matrixAutoUpdate = false;
  28412. this.color = color;
  28413. var geometry = new BufferGeometry();
  28414. var positions = [
  28415. 0, 0, 0, 0, 0, 1,
  28416. 0, 0, 0, 1, 0, 1,
  28417. 0, 0, 0, - 1, 0, 1,
  28418. 0, 0, 0, 0, 1, 1,
  28419. 0, 0, 0, 0, - 1, 1
  28420. ];
  28421. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28422. var p1 = ( i / l ) * Math.PI * 2;
  28423. var p2 = ( j / l ) * Math.PI * 2;
  28424. positions.push(
  28425. Math.cos( p1 ), Math.sin( p1 ), 1,
  28426. Math.cos( p2 ), Math.sin( p2 ), 1
  28427. );
  28428. }
  28429. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28430. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28431. this.cone = new LineSegments( geometry, material );
  28432. this.add( this.cone );
  28433. this.update();
  28434. }
  28435. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28436. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28437. SpotLightHelper.prototype.dispose = function () {
  28438. this.cone.geometry.dispose();
  28439. this.cone.material.dispose();
  28440. };
  28441. SpotLightHelper.prototype.update = function () {
  28442. this.light.updateMatrixWorld();
  28443. var coneLength = this.light.distance ? this.light.distance : 1000;
  28444. var coneWidth = coneLength * Math.tan( this.light.angle );
  28445. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28446. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28447. this.cone.lookAt( _vector$8 );
  28448. if ( this.color !== undefined ) {
  28449. this.cone.material.color.set( this.color );
  28450. } else {
  28451. this.cone.material.color.copy( this.light.color );
  28452. }
  28453. };
  28454. /**
  28455. * @author Sean Griffin / http://twitter.com/sgrif
  28456. * @author Michael Guerrero / http://realitymeltdown.com
  28457. * @author mrdoob / http://mrdoob.com/
  28458. * @author ikerr / http://verold.com
  28459. * @author Mugen87 / https://github.com/Mugen87
  28460. */
  28461. var _vector$9 = new Vector3();
  28462. var _boneMatrix = new Matrix4();
  28463. var _matrixWorldInv = new Matrix4();
  28464. function getBoneList( object ) {
  28465. var boneList = [];
  28466. if ( object && object.isBone ) {
  28467. boneList.push( object );
  28468. }
  28469. for ( var i = 0; i < object.children.length; i ++ ) {
  28470. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28471. }
  28472. return boneList;
  28473. }
  28474. function SkeletonHelper( object ) {
  28475. var bones = getBoneList( object );
  28476. var geometry = new BufferGeometry();
  28477. var vertices = [];
  28478. var colors = [];
  28479. var color1 = new Color( 0, 0, 1 );
  28480. var color2 = new Color( 0, 1, 0 );
  28481. for ( var i = 0; i < bones.length; i ++ ) {
  28482. var bone = bones[ i ];
  28483. if ( bone.parent && bone.parent.isBone ) {
  28484. vertices.push( 0, 0, 0 );
  28485. vertices.push( 0, 0, 0 );
  28486. colors.push( color1.r, color1.g, color1.b );
  28487. colors.push( color2.r, color2.g, color2.b );
  28488. }
  28489. }
  28490. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28491. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28492. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28493. LineSegments.call( this, geometry, material );
  28494. this.type = 'SkeletonHelper';
  28495. this.root = object;
  28496. this.bones = bones;
  28497. this.matrix = object.matrixWorld;
  28498. this.matrixAutoUpdate = false;
  28499. }
  28500. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28501. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28502. SkeletonHelper.prototype.isSkeletonHelper = true;
  28503. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28504. var bones = this.bones;
  28505. var geometry = this.geometry;
  28506. var position = geometry.getAttribute( 'position' );
  28507. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28508. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28509. var bone = bones[ i ];
  28510. if ( bone.parent && bone.parent.isBone ) {
  28511. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28512. _vector$9.setFromMatrixPosition( _boneMatrix );
  28513. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28514. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28515. _vector$9.setFromMatrixPosition( _boneMatrix );
  28516. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28517. j += 2;
  28518. }
  28519. }
  28520. geometry.getAttribute( 'position' ).needsUpdate = true;
  28521. Object3D.prototype.updateMatrixWorld.call( this, force );
  28522. };
  28523. /**
  28524. * @author alteredq / http://alteredqualia.com/
  28525. * @author mrdoob / http://mrdoob.com/
  28526. */
  28527. function PointLightHelper( light, sphereSize, color ) {
  28528. this.light = light;
  28529. this.light.updateMatrixWorld();
  28530. this.color = color;
  28531. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28532. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28533. Mesh.call( this, geometry, material );
  28534. this.type = 'PointLightHelper';
  28535. this.matrix = this.light.matrixWorld;
  28536. this.matrixAutoUpdate = false;
  28537. this.update();
  28538. /*
  28539. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28540. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28541. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28542. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28543. const d = light.distance;
  28544. if ( d === 0.0 ) {
  28545. this.lightDistance.visible = false;
  28546. } else {
  28547. this.lightDistance.scale.set( d, d, d );
  28548. }
  28549. this.add( this.lightDistance );
  28550. */
  28551. }
  28552. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28553. PointLightHelper.prototype.constructor = PointLightHelper;
  28554. PointLightHelper.prototype.dispose = function () {
  28555. this.geometry.dispose();
  28556. this.material.dispose();
  28557. };
  28558. PointLightHelper.prototype.update = function () {
  28559. if ( this.color !== undefined ) {
  28560. this.material.color.set( this.color );
  28561. } else {
  28562. this.material.color.copy( this.light.color );
  28563. }
  28564. /*
  28565. const d = this.light.distance;
  28566. if ( d === 0.0 ) {
  28567. this.lightDistance.visible = false;
  28568. } else {
  28569. this.lightDistance.visible = true;
  28570. this.lightDistance.scale.set( d, d, d );
  28571. }
  28572. */
  28573. };
  28574. /**
  28575. * @author alteredq / http://alteredqualia.com/
  28576. * @author mrdoob / http://mrdoob.com/
  28577. * @author Mugen87 / https://github.com/Mugen87
  28578. */
  28579. var _vector$a = new Vector3();
  28580. var _color1 = new Color();
  28581. var _color2 = new Color();
  28582. function HemisphereLightHelper( light, size, color ) {
  28583. Object3D.call( this );
  28584. this.light = light;
  28585. this.light.updateMatrixWorld();
  28586. this.matrix = light.matrixWorld;
  28587. this.matrixAutoUpdate = false;
  28588. this.color = color;
  28589. var geometry = new OctahedronBufferGeometry( size );
  28590. geometry.rotateY( Math.PI * 0.5 );
  28591. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28592. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28593. var position = geometry.getAttribute( 'position' );
  28594. var colors = new Float32Array( position.count * 3 );
  28595. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28596. this.add( new Mesh( geometry, this.material ) );
  28597. this.update();
  28598. }
  28599. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28600. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28601. HemisphereLightHelper.prototype.dispose = function () {
  28602. this.children[ 0 ].geometry.dispose();
  28603. this.children[ 0 ].material.dispose();
  28604. };
  28605. HemisphereLightHelper.prototype.update = function () {
  28606. var mesh = this.children[ 0 ];
  28607. if ( this.color !== undefined ) {
  28608. this.material.color.set( this.color );
  28609. } else {
  28610. var colors = mesh.geometry.getAttribute( 'color' );
  28611. _color1.copy( this.light.color );
  28612. _color2.copy( this.light.groundColor );
  28613. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28614. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28615. colors.setXYZ( i, color.r, color.g, color.b );
  28616. }
  28617. colors.needsUpdate = true;
  28618. }
  28619. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28620. };
  28621. /**
  28622. * @author mrdoob / http://mrdoob.com/
  28623. */
  28624. function GridHelper( size, divisions, color1, color2 ) {
  28625. size = size || 10;
  28626. divisions = divisions || 10;
  28627. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28628. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28629. var center = divisions / 2;
  28630. var step = size / divisions;
  28631. var halfSize = size / 2;
  28632. var vertices = [], colors = [];
  28633. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28634. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28635. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28636. var color = i === center ? color1 : color2;
  28637. color.toArray( colors, j ); j += 3;
  28638. color.toArray( colors, j ); j += 3;
  28639. color.toArray( colors, j ); j += 3;
  28640. color.toArray( colors, j ); j += 3;
  28641. }
  28642. var geometry = new BufferGeometry();
  28643. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28644. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28645. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28646. LineSegments.call( this, geometry, material );
  28647. this.type = 'GridHelper';
  28648. }
  28649. GridHelper.prototype = Object.create( LineSegments.prototype );
  28650. GridHelper.prototype.constructor = GridHelper;
  28651. /**
  28652. * @author mrdoob / http://mrdoob.com/
  28653. * @author Mugen87 / http://github.com/Mugen87
  28654. * @author Hectate / http://www.github.com/Hectate
  28655. */
  28656. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28657. radius = radius || 10;
  28658. radials = radials || 16;
  28659. circles = circles || 8;
  28660. divisions = divisions || 64;
  28661. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28662. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28663. var vertices = [];
  28664. var colors = [];
  28665. // create the radials
  28666. for ( var i = 0; i <= radials; i ++ ) {
  28667. var v = ( i / radials ) * ( Math.PI * 2 );
  28668. var x = Math.sin( v ) * radius;
  28669. var z = Math.cos( v ) * radius;
  28670. vertices.push( 0, 0, 0 );
  28671. vertices.push( x, 0, z );
  28672. var color = ( i & 1 ) ? color1 : color2;
  28673. colors.push( color.r, color.g, color.b );
  28674. colors.push( color.r, color.g, color.b );
  28675. }
  28676. // create the circles
  28677. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28678. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28679. var r = radius - ( radius / circles * i$1 );
  28680. for ( var j = 0; j < divisions; j ++ ) {
  28681. // first vertex
  28682. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28683. var x$1 = Math.sin( v$1 ) * r;
  28684. var z$1 = Math.cos( v$1 ) * r;
  28685. vertices.push( x$1, 0, z$1 );
  28686. colors.push( color$1.r, color$1.g, color$1.b );
  28687. // second vertex
  28688. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28689. x$1 = Math.sin( v$1 ) * r;
  28690. z$1 = Math.cos( v$1 ) * r;
  28691. vertices.push( x$1, 0, z$1 );
  28692. colors.push( color$1.r, color$1.g, color$1.b );
  28693. }
  28694. }
  28695. var geometry = new BufferGeometry();
  28696. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28697. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28698. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28699. LineSegments.call( this, geometry, material );
  28700. this.type = 'PolarGridHelper';
  28701. }
  28702. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28703. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28704. /**
  28705. * @author alteredq / http://alteredqualia.com/
  28706. * @author mrdoob / http://mrdoob.com/
  28707. * @author WestLangley / http://github.com/WestLangley
  28708. */
  28709. var _v1$5 = new Vector3();
  28710. var _v2$3 = new Vector3();
  28711. var _v3$1 = new Vector3();
  28712. function DirectionalLightHelper( light, size, color ) {
  28713. Object3D.call( this );
  28714. this.light = light;
  28715. this.light.updateMatrixWorld();
  28716. this.matrix = light.matrixWorld;
  28717. this.matrixAutoUpdate = false;
  28718. this.color = color;
  28719. if ( size === undefined ) { size = 1; }
  28720. var geometry = new BufferGeometry();
  28721. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28722. - size, size, 0,
  28723. size, size, 0,
  28724. size, - size, 0,
  28725. - size, - size, 0,
  28726. - size, size, 0
  28727. ], 3 ) );
  28728. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28729. this.lightPlane = new Line( geometry, material );
  28730. this.add( this.lightPlane );
  28731. geometry = new BufferGeometry();
  28732. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28733. this.targetLine = new Line( geometry, material );
  28734. this.add( this.targetLine );
  28735. this.update();
  28736. }
  28737. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28738. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28739. DirectionalLightHelper.prototype.dispose = function () {
  28740. this.lightPlane.geometry.dispose();
  28741. this.lightPlane.material.dispose();
  28742. this.targetLine.geometry.dispose();
  28743. this.targetLine.material.dispose();
  28744. };
  28745. DirectionalLightHelper.prototype.update = function () {
  28746. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28747. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28748. _v3$1.subVectors( _v2$3, _v1$5 );
  28749. this.lightPlane.lookAt( _v2$3 );
  28750. if ( this.color !== undefined ) {
  28751. this.lightPlane.material.color.set( this.color );
  28752. this.targetLine.material.color.set( this.color );
  28753. } else {
  28754. this.lightPlane.material.color.copy( this.light.color );
  28755. this.targetLine.material.color.copy( this.light.color );
  28756. }
  28757. this.targetLine.lookAt( _v2$3 );
  28758. this.targetLine.scale.z = _v3$1.length();
  28759. };
  28760. /**
  28761. * @author alteredq / http://alteredqualia.com/
  28762. * @author Mugen87 / https://github.com/Mugen87
  28763. *
  28764. * - shows frustum, line of sight and up of the camera
  28765. * - suitable for fast updates
  28766. * - based on frustum visualization in lightgl.js shadowmap example
  28767. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28768. */
  28769. var _vector$b = new Vector3();
  28770. var _camera = new Camera();
  28771. function CameraHelper( camera ) {
  28772. var geometry = new BufferGeometry();
  28773. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28774. var vertices = [];
  28775. var colors = [];
  28776. var pointMap = {};
  28777. // colors
  28778. var colorFrustum = new Color( 0xffaa00 );
  28779. var colorCone = new Color( 0xff0000 );
  28780. var colorUp = new Color( 0x00aaff );
  28781. var colorTarget = new Color( 0xffffff );
  28782. var colorCross = new Color( 0x333333 );
  28783. // near
  28784. addLine( 'n1', 'n2', colorFrustum );
  28785. addLine( 'n2', 'n4', colorFrustum );
  28786. addLine( 'n4', 'n3', colorFrustum );
  28787. addLine( 'n3', 'n1', colorFrustum );
  28788. // far
  28789. addLine( 'f1', 'f2', colorFrustum );
  28790. addLine( 'f2', 'f4', colorFrustum );
  28791. addLine( 'f4', 'f3', colorFrustum );
  28792. addLine( 'f3', 'f1', colorFrustum );
  28793. // sides
  28794. addLine( 'n1', 'f1', colorFrustum );
  28795. addLine( 'n2', 'f2', colorFrustum );
  28796. addLine( 'n3', 'f3', colorFrustum );
  28797. addLine( 'n4', 'f4', colorFrustum );
  28798. // cone
  28799. addLine( 'p', 'n1', colorCone );
  28800. addLine( 'p', 'n2', colorCone );
  28801. addLine( 'p', 'n3', colorCone );
  28802. addLine( 'p', 'n4', colorCone );
  28803. // up
  28804. addLine( 'u1', 'u2', colorUp );
  28805. addLine( 'u2', 'u3', colorUp );
  28806. addLine( 'u3', 'u1', colorUp );
  28807. // target
  28808. addLine( 'c', 't', colorTarget );
  28809. addLine( 'p', 'c', colorCross );
  28810. // cross
  28811. addLine( 'cn1', 'cn2', colorCross );
  28812. addLine( 'cn3', 'cn4', colorCross );
  28813. addLine( 'cf1', 'cf2', colorCross );
  28814. addLine( 'cf3', 'cf4', colorCross );
  28815. function addLine( a, b, color ) {
  28816. addPoint( a, color );
  28817. addPoint( b, color );
  28818. }
  28819. function addPoint( id, color ) {
  28820. vertices.push( 0, 0, 0 );
  28821. colors.push( color.r, color.g, color.b );
  28822. if ( pointMap[ id ] === undefined ) {
  28823. pointMap[ id ] = [];
  28824. }
  28825. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28826. }
  28827. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28828. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28829. LineSegments.call( this, geometry, material );
  28830. this.type = 'CameraHelper';
  28831. this.camera = camera;
  28832. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28833. this.matrix = camera.matrixWorld;
  28834. this.matrixAutoUpdate = false;
  28835. this.pointMap = pointMap;
  28836. this.update();
  28837. }
  28838. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28839. CameraHelper.prototype.constructor = CameraHelper;
  28840. CameraHelper.prototype.update = function () {
  28841. var geometry = this.geometry;
  28842. var pointMap = this.pointMap;
  28843. var w = 1, h = 1;
  28844. // we need just camera projection matrix inverse
  28845. // world matrix must be identity
  28846. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28847. // center / target
  28848. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28849. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28850. // near
  28851. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28852. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28853. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28854. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28855. // far
  28856. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28857. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28858. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28859. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28860. // up
  28861. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28862. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28863. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28864. // cross
  28865. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28866. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28867. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28868. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28869. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28870. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28871. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28872. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28873. geometry.getAttribute( 'position' ).needsUpdate = true;
  28874. };
  28875. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28876. _vector$b.set( x, y, z ).unproject( camera );
  28877. var points = pointMap[ point ];
  28878. if ( points !== undefined ) {
  28879. var position = geometry.getAttribute( 'position' );
  28880. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28881. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28882. }
  28883. }
  28884. }
  28885. /**
  28886. * @author mrdoob / http://mrdoob.com/
  28887. * @author Mugen87 / http://github.com/Mugen87
  28888. */
  28889. var _box$3 = new Box3();
  28890. function BoxHelper( object, color ) {
  28891. this.object = object;
  28892. if ( color === undefined ) { color = 0xffff00; }
  28893. 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 ] );
  28894. var positions = new Float32Array( 8 * 3 );
  28895. var geometry = new BufferGeometry();
  28896. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28897. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28898. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28899. this.type = 'BoxHelper';
  28900. this.matrixAutoUpdate = false;
  28901. this.update();
  28902. }
  28903. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28904. BoxHelper.prototype.constructor = BoxHelper;
  28905. BoxHelper.prototype.update = function ( object ) {
  28906. if ( object !== undefined ) {
  28907. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28908. }
  28909. if ( this.object !== undefined ) {
  28910. _box$3.setFromObject( this.object );
  28911. }
  28912. if ( _box$3.isEmpty() ) { return; }
  28913. var min = _box$3.min;
  28914. var max = _box$3.max;
  28915. /*
  28916. 5____4
  28917. 1/___0/|
  28918. | 6__|_7
  28919. 2/___3/
  28920. 0: max.x, max.y, max.z
  28921. 1: min.x, max.y, max.z
  28922. 2: min.x, min.y, max.z
  28923. 3: max.x, min.y, max.z
  28924. 4: max.x, max.y, min.z
  28925. 5: min.x, max.y, min.z
  28926. 6: min.x, min.y, min.z
  28927. 7: max.x, min.y, min.z
  28928. */
  28929. var position = this.geometry.attributes.position;
  28930. var array = position.array;
  28931. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28932. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28933. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28934. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28935. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28936. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28937. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28938. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28939. position.needsUpdate = true;
  28940. this.geometry.computeBoundingSphere();
  28941. };
  28942. BoxHelper.prototype.setFromObject = function ( object ) {
  28943. this.object = object;
  28944. this.update();
  28945. return this;
  28946. };
  28947. BoxHelper.prototype.copy = function ( source ) {
  28948. LineSegments.prototype.copy.call( this, source );
  28949. this.object = source.object;
  28950. return this;
  28951. };
  28952. /**
  28953. * @author WestLangley / http://github.com/WestLangley
  28954. */
  28955. function Box3Helper( box, color ) {
  28956. this.type = 'Box3Helper';
  28957. this.box = box;
  28958. if ( color === undefined ) { color = 0xffff00; }
  28959. 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 ] );
  28960. 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 ];
  28961. var geometry = new BufferGeometry();
  28962. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28963. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28964. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28965. this.type = 'Box3Helper';
  28966. this.geometry.computeBoundingSphere();
  28967. }
  28968. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28969. Box3Helper.prototype.constructor = Box3Helper;
  28970. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28971. var box = this.box;
  28972. if ( box.isEmpty() ) { return; }
  28973. box.getCenter( this.position );
  28974. box.getSize( this.scale );
  28975. this.scale.multiplyScalar( 0.5 );
  28976. Object3D.prototype.updateMatrixWorld.call( this, force );
  28977. };
  28978. /**
  28979. * @author WestLangley / http://github.com/WestLangley
  28980. */
  28981. function PlaneHelper( plane, size, hex ) {
  28982. this.plane = plane;
  28983. this.size = ( size === undefined ) ? 1 : size;
  28984. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28985. 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 ];
  28986. var geometry = new BufferGeometry();
  28987. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28988. geometry.computeBoundingSphere();
  28989. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28990. this.type = 'PlaneHelper';
  28991. //
  28992. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28993. var geometry2 = new BufferGeometry();
  28994. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28995. geometry2.computeBoundingSphere();
  28996. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28997. }
  28998. PlaneHelper.prototype = Object.create( Line.prototype );
  28999. PlaneHelper.prototype.constructor = PlaneHelper;
  29000. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  29001. var scale = - this.plane.constant;
  29002. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  29003. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  29004. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  29005. this.lookAt( this.plane.normal );
  29006. Object3D.prototype.updateMatrixWorld.call( this, force );
  29007. };
  29008. /**
  29009. * @author WestLangley / http://github.com/WestLangley
  29010. * @author zz85 / http://github.com/zz85
  29011. * @author bhouston / http://clara.io
  29012. *
  29013. * Creates an arrow for visualizing directions
  29014. *
  29015. * Parameters:
  29016. * dir - Vector3
  29017. * origin - Vector3
  29018. * length - Number
  29019. * color - color in hex value
  29020. * headLength - Number
  29021. * headWidth - Number
  29022. */
  29023. var _axis = new Vector3();
  29024. var _lineGeometry, _coneGeometry;
  29025. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  29026. // dir is assumed to be normalized
  29027. Object3D.call( this );
  29028. this.type = 'ArrowHelper';
  29029. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  29030. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  29031. if ( length === undefined ) { length = 1; }
  29032. if ( color === undefined ) { color = 0xffff00; }
  29033. if ( headLength === undefined ) { headLength = 0.2 * length; }
  29034. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  29035. if ( _lineGeometry === undefined ) {
  29036. _lineGeometry = new BufferGeometry();
  29037. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  29038. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  29039. _coneGeometry.translate( 0, - 0.5, 0 );
  29040. }
  29041. this.position.copy( origin );
  29042. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  29043. this.line.matrixAutoUpdate = false;
  29044. this.add( this.line );
  29045. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  29046. this.cone.matrixAutoUpdate = false;
  29047. this.add( this.cone );
  29048. this.setDirection( dir );
  29049. this.setLength( length, headLength, headWidth );
  29050. }
  29051. ArrowHelper.prototype = Object.create( Object3D.prototype );
  29052. ArrowHelper.prototype.constructor = ArrowHelper;
  29053. ArrowHelper.prototype.setDirection = function ( dir ) {
  29054. // dir is assumed to be normalized
  29055. if ( dir.y > 0.99999 ) {
  29056. this.quaternion.set( 0, 0, 0, 1 );
  29057. } else if ( dir.y < - 0.99999 ) {
  29058. this.quaternion.set( 1, 0, 0, 0 );
  29059. } else {
  29060. _axis.set( dir.z, 0, - dir.x ).normalize();
  29061. var radians = Math.acos( dir.y );
  29062. this.quaternion.setFromAxisAngle( _axis, radians );
  29063. }
  29064. };
  29065. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  29066. if ( headLength === undefined ) { headLength = 0.2 * length; }
  29067. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  29068. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  29069. this.line.updateMatrix();
  29070. this.cone.scale.set( headWidth, headLength, headWidth );
  29071. this.cone.position.y = length;
  29072. this.cone.updateMatrix();
  29073. };
  29074. ArrowHelper.prototype.setColor = function ( color ) {
  29075. this.line.material.color.set( color );
  29076. this.cone.material.color.set( color );
  29077. };
  29078. ArrowHelper.prototype.copy = function ( source ) {
  29079. Object3D.prototype.copy.call( this, source, false );
  29080. this.line.copy( source.line );
  29081. this.cone.copy( source.cone );
  29082. return this;
  29083. };
  29084. /**
  29085. * @author sroucheray / http://sroucheray.org/
  29086. * @author mrdoob / http://mrdoob.com/
  29087. */
  29088. function AxesHelper( size ) {
  29089. size = size || 1;
  29090. var vertices = [
  29091. 0, 0, 0, size, 0, 0,
  29092. 0, 0, 0, 0, size, 0,
  29093. 0, 0, 0, 0, 0, size
  29094. ];
  29095. var colors = [
  29096. 1, 0, 0, 1, 0.6, 0,
  29097. 0, 1, 0, 0.6, 1, 0,
  29098. 0, 0, 1, 0, 0.6, 1
  29099. ];
  29100. var geometry = new BufferGeometry();
  29101. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  29102. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  29103. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  29104. LineSegments.call( this, geometry, material );
  29105. this.type = 'AxesHelper';
  29106. }
  29107. AxesHelper.prototype = Object.create( LineSegments.prototype );
  29108. AxesHelper.prototype.constructor = AxesHelper;
  29109. /**
  29110. * @author Emmett Lalish / elalish
  29111. *
  29112. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  29113. * (PMREM) from a cubeMap environment texture. This allows different levels of
  29114. * blur to be quickly accessed based on material roughness. It is packed into a
  29115. * special CubeUV format that allows us to perform custom interpolation so that
  29116. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  29117. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  29118. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  29119. * higher roughness levels. In this way we maintain resolution to smoothly
  29120. * interpolate diffuse lighting while limiting sampling computation.
  29121. */
  29122. var LOD_MIN = 4;
  29123. var LOD_MAX = 8;
  29124. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  29125. // The standard deviations (radians) associated with the extra mips. These are
  29126. // chosen to approximate a Trowbridge-Reitz distribution function times the
  29127. // geometric shadowing function. These sigma values squared must match the
  29128. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  29129. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  29130. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  29131. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  29132. // samples and exit early, but not recompile the shader.
  29133. var MAX_SAMPLES = 20;
  29134. var ENCODINGS = {};
  29135. ENCODINGS[ LinearEncoding ] = 0;
  29136. ENCODINGS[ sRGBEncoding ] = 1;
  29137. ENCODINGS[ RGBEEncoding ] = 2;
  29138. ENCODINGS[ RGBM7Encoding ] = 3;
  29139. ENCODINGS[ RGBM16Encoding ] = 4;
  29140. ENCODINGS[ RGBDEncoding ] = 5;
  29141. ENCODINGS[ GammaEncoding ] = 6;
  29142. var _flatCamera = new OrthographicCamera();
  29143. var ref = _createPlanes();
  29144. var _lodPlanes = ref._lodPlanes;
  29145. var _sizeLods = ref._sizeLods;
  29146. var _sigmas = ref._sigmas;
  29147. var _oldTarget = null;
  29148. // Golden Ratio
  29149. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  29150. var INV_PHI = 1 / PHI;
  29151. // Vertices of a dodecahedron (except the opposites, which represent the
  29152. // same axis), used as axis directions evenly spread on a sphere.
  29153. var _axisDirections = [
  29154. new Vector3( 1, 1, 1 ),
  29155. new Vector3( - 1, 1, 1 ),
  29156. new Vector3( 1, 1, - 1 ),
  29157. new Vector3( - 1, 1, - 1 ),
  29158. new Vector3( 0, PHI, INV_PHI ),
  29159. new Vector3( 0, PHI, - INV_PHI ),
  29160. new Vector3( INV_PHI, 0, PHI ),
  29161. new Vector3( - INV_PHI, 0, PHI ),
  29162. new Vector3( PHI, INV_PHI, 0 ),
  29163. new Vector3( - PHI, INV_PHI, 0 ) ];
  29164. function PMREMGenerator( renderer ) {
  29165. this._renderer = renderer;
  29166. this._pingPongRenderTarget = null;
  29167. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  29168. this._equirectShader = null;
  29169. this._cubemapShader = null;
  29170. this._compileMaterial( this._blurMaterial );
  29171. }
  29172. PMREMGenerator.prototype = {
  29173. constructor: PMREMGenerator,
  29174. /**
  29175. * Generates a PMREM from a supplied Scene, which can be faster than using an
  29176. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  29177. * in radians to be applied to the scene before PMREM generation. Optional near
  29178. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  29179. * is placed at the origin).
  29180. */
  29181. fromScene: function ( scene, sigma, near, far ) {
  29182. if ( sigma === void 0 ) sigma = 0;
  29183. if ( near === void 0 ) near = 0.1;
  29184. if ( far === void 0 ) far = 100;
  29185. _oldTarget = this._renderer.getRenderTarget();
  29186. var cubeUVRenderTarget = this._allocateTargets();
  29187. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  29188. if ( sigma > 0 ) {
  29189. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  29190. }
  29191. this._applyPMREM( cubeUVRenderTarget );
  29192. this._cleanup( cubeUVRenderTarget );
  29193. return cubeUVRenderTarget;
  29194. },
  29195. /**
  29196. * Generates a PMREM from an equirectangular texture, which can be either LDR
  29197. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  29198. * as this matches best with the 256 x 256 cubemap output.
  29199. */
  29200. fromEquirectangular: function ( equirectangular ) {
  29201. return this._fromTexture( equirectangular );
  29202. },
  29203. /**
  29204. * Generates a PMREM from an cubemap texture, which can be either LDR
  29205. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  29206. * as this matches best with the 256 x 256 cubemap output.
  29207. */
  29208. fromCubemap: function ( cubemap ) {
  29209. return this._fromTexture( cubemap );
  29210. },
  29211. /**
  29212. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  29213. * your texture's network fetch for increased concurrency.
  29214. */
  29215. compileCubemapShader: function () {
  29216. if ( this._cubemapShader === null ) {
  29217. this._cubemapShader = _getCubemapShader();
  29218. this._compileMaterial( this._cubemapShader );
  29219. }
  29220. },
  29221. /**
  29222. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29223. * your texture's network fetch for increased concurrency.
  29224. */
  29225. compileEquirectangularShader: function () {
  29226. if ( this._equirectShader === null ) {
  29227. this._equirectShader = _getEquirectShader();
  29228. this._compileMaterial( this._equirectShader );
  29229. }
  29230. },
  29231. /**
  29232. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29233. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29234. * one of them will cause any others to also become unusable.
  29235. */
  29236. dispose: function () {
  29237. this._blurMaterial.dispose();
  29238. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  29239. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  29240. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  29241. _lodPlanes[ i ].dispose();
  29242. }
  29243. },
  29244. // private interface
  29245. _cleanup: function ( outputTarget ) {
  29246. this._pingPongRenderTarget.dispose();
  29247. this._renderer.setRenderTarget( _oldTarget );
  29248. outputTarget.scissorTest = false;
  29249. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  29250. },
  29251. _fromTexture: function ( texture ) {
  29252. _oldTarget = this._renderer.getRenderTarget();
  29253. var cubeUVRenderTarget = this._allocateTargets( texture );
  29254. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29255. this._applyPMREM( cubeUVRenderTarget );
  29256. this._cleanup( cubeUVRenderTarget );
  29257. return cubeUVRenderTarget;
  29258. },
  29259. _allocateTargets: function ( texture ) { // warning: null texture is valid
  29260. var params = {
  29261. magFilter: NearestFilter,
  29262. minFilter: NearestFilter,
  29263. generateMipmaps: false,
  29264. type: UnsignedByteType,
  29265. format: RGBEFormat,
  29266. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  29267. depthBuffer: false,
  29268. stencilBuffer: false
  29269. };
  29270. var cubeUVRenderTarget = _createRenderTarget( params );
  29271. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29272. this._pingPongRenderTarget = _createRenderTarget( params );
  29273. return cubeUVRenderTarget;
  29274. },
  29275. _compileMaterial: function ( material ) {
  29276. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  29277. this._renderer.compile( tmpMesh, _flatCamera );
  29278. },
  29279. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  29280. var fov = 90;
  29281. var aspect = 1;
  29282. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  29283. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  29284. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  29285. var renderer = this._renderer;
  29286. var outputEncoding = renderer.outputEncoding;
  29287. var toneMapping = renderer.toneMapping;
  29288. var clearColor = renderer.getClearColor();
  29289. var clearAlpha = renderer.getClearAlpha();
  29290. renderer.toneMapping = NoToneMapping;
  29291. renderer.outputEncoding = LinearEncoding;
  29292. var background = scene.background;
  29293. if ( background && background.isColor ) {
  29294. background.convertSRGBToLinear();
  29295. // Convert linear to RGBE
  29296. var maxComponent = Math.max( background.r, background.g, background.b );
  29297. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  29298. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  29299. var alpha = ( fExp + 128.0 ) / 255.0;
  29300. renderer.setClearColor( background, alpha );
  29301. scene.background = null;
  29302. }
  29303. for ( var i = 0; i < 6; i ++ ) {
  29304. var col = i % 3;
  29305. if ( col == 0 ) {
  29306. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29307. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29308. } else if ( col == 1 ) {
  29309. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29310. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29311. } else {
  29312. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29313. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29314. }
  29315. _setViewport( cubeUVRenderTarget,
  29316. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29317. renderer.setRenderTarget( cubeUVRenderTarget );
  29318. renderer.render( scene, cubeCamera );
  29319. }
  29320. renderer.toneMapping = toneMapping;
  29321. renderer.outputEncoding = outputEncoding;
  29322. renderer.setClearColor( clearColor, clearAlpha );
  29323. },
  29324. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29325. var renderer = this._renderer;
  29326. if ( texture.isCubeTexture ) {
  29327. if ( this._cubemapShader == null ) {
  29328. this._cubemapShader = _getCubemapShader();
  29329. }
  29330. } else {
  29331. if ( this._equirectShader == null ) {
  29332. this._equirectShader = _getEquirectShader();
  29333. }
  29334. }
  29335. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29336. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29337. var uniforms = material.uniforms;
  29338. uniforms[ 'envMap' ].value = texture;
  29339. if ( ! texture.isCubeTexture ) {
  29340. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29341. }
  29342. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29343. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29344. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29345. renderer.setRenderTarget( cubeUVRenderTarget );
  29346. renderer.render( mesh, _flatCamera );
  29347. },
  29348. _applyPMREM: function ( cubeUVRenderTarget ) {
  29349. var renderer = this._renderer;
  29350. var autoClear = renderer.autoClear;
  29351. renderer.autoClear = false;
  29352. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29353. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29354. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29355. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29356. }
  29357. renderer.autoClear = autoClear;
  29358. },
  29359. /**
  29360. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29361. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29362. * the blur latitudinally (around the poles), and then longitudinally (towards
  29363. * the poles) to approximate the orthogonally-separable blur. It is least
  29364. * accurate at the poles, but still does a decent job.
  29365. */
  29366. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29367. var pingPongRenderTarget = this._pingPongRenderTarget;
  29368. this._halfBlur(
  29369. cubeUVRenderTarget,
  29370. pingPongRenderTarget,
  29371. lodIn,
  29372. lodOut,
  29373. sigma,
  29374. 'latitudinal',
  29375. poleAxis );
  29376. this._halfBlur(
  29377. pingPongRenderTarget,
  29378. cubeUVRenderTarget,
  29379. lodOut,
  29380. lodOut,
  29381. sigma,
  29382. 'longitudinal',
  29383. poleAxis );
  29384. },
  29385. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29386. var renderer = this._renderer;
  29387. var blurMaterial = this._blurMaterial;
  29388. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29389. console.error(
  29390. 'blur direction must be either latitudinal or longitudinal!' );
  29391. }
  29392. // Number of standard deviations at which to cut off the discrete approximation.
  29393. var STANDARD_DEVIATIONS = 3;
  29394. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29395. var blurUniforms = blurMaterial.uniforms;
  29396. var pixels = _sizeLods[ lodIn ] - 1;
  29397. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29398. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29399. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29400. if ( samples > MAX_SAMPLES ) {
  29401. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29402. }
  29403. var weights = [];
  29404. var sum = 0;
  29405. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29406. var x$1 = i / sigmaPixels;
  29407. var weight = Math.exp( - x$1 * x$1 / 2 );
  29408. weights.push( weight );
  29409. if ( i == 0 ) {
  29410. sum += weight;
  29411. } else if ( i < samples ) {
  29412. sum += 2 * weight;
  29413. }
  29414. }
  29415. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29416. weights[ i$1 ] = weights[ i$1 ] / sum;
  29417. }
  29418. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29419. blurUniforms[ 'samples' ].value = samples;
  29420. blurUniforms[ 'weights' ].value = weights;
  29421. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29422. if ( poleAxis ) {
  29423. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29424. }
  29425. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29426. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29427. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29428. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29429. var outputSize = _sizeLods[ lodOut ];
  29430. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29431. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29432. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29433. renderer.setRenderTarget( targetOut );
  29434. renderer.render( blurMesh, _flatCamera );
  29435. }
  29436. };
  29437. function _isLDR( texture ) {
  29438. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29439. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29440. }
  29441. function _createPlanes() {
  29442. var _lodPlanes = [];
  29443. var _sizeLods = [];
  29444. var _sigmas = [];
  29445. var lod = LOD_MAX;
  29446. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29447. var sizeLod = Math.pow( 2, lod );
  29448. _sizeLods.push( sizeLod );
  29449. var sigma = 1.0 / sizeLod;
  29450. if ( i > LOD_MAX - LOD_MIN ) {
  29451. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29452. } else if ( i == 0 ) {
  29453. sigma = 0;
  29454. }
  29455. _sigmas.push( sigma );
  29456. var texelSize = 1.0 / ( sizeLod - 1 );
  29457. var min = - texelSize / 2;
  29458. var max = 1 + texelSize / 2;
  29459. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29460. var cubeFaces = 6;
  29461. var vertices = 6;
  29462. var positionSize = 3;
  29463. var uvSize = 2;
  29464. var faceIndexSize = 1;
  29465. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29466. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29467. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29468. for ( var face = 0; face < cubeFaces; face ++ ) {
  29469. var x = ( face % 3 ) * 2 / 3 - 1;
  29470. var y = face > 2 ? 0 : - 1;
  29471. var coordinates = [
  29472. x, y, 0,
  29473. x + 2 / 3, y, 0,
  29474. x + 2 / 3, y + 1, 0,
  29475. x, y, 0,
  29476. x + 2 / 3, y + 1, 0,
  29477. x, y + 1, 0
  29478. ];
  29479. position.set( coordinates, positionSize * vertices * face );
  29480. uv.set( uv1, uvSize * vertices * face );
  29481. var fill = [ face, face, face, face, face, face ];
  29482. faceIndex.set( fill, faceIndexSize * vertices * face );
  29483. }
  29484. var planes = new BufferGeometry();
  29485. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29486. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29487. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29488. _lodPlanes.push( planes );
  29489. if ( lod > LOD_MIN ) {
  29490. lod --;
  29491. }
  29492. }
  29493. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29494. }
  29495. function _createRenderTarget( params ) {
  29496. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29497. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29498. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29499. cubeUVRenderTarget.scissorTest = true;
  29500. return cubeUVRenderTarget;
  29501. }
  29502. function _setViewport( target, x, y, width, height ) {
  29503. target.viewport.set( x, y, width, height );
  29504. target.scissor.set( x, y, width, height );
  29505. }
  29506. function _getBlurShader( maxSamples ) {
  29507. var weights = new Float32Array( maxSamples );
  29508. var poleAxis = new Vector3( 0, 1, 0 );
  29509. var shaderMaterial = new RawShaderMaterial( {
  29510. name: 'SphericalGaussianBlur',
  29511. defines: { 'n': maxSamples },
  29512. uniforms: {
  29513. 'envMap': { value: null },
  29514. 'samples': { value: 1 },
  29515. 'weights': { value: weights },
  29516. 'latitudinal': { value: false },
  29517. 'dTheta': { value: 0 },
  29518. 'mipInt': { value: 0 },
  29519. 'poleAxis': { value: poleAxis },
  29520. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29521. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29522. },
  29523. vertexShader: _getCommonVertexShader(),
  29524. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29525. blending: NoBlending,
  29526. depthTest: false,
  29527. depthWrite: false
  29528. } );
  29529. return shaderMaterial;
  29530. }
  29531. function _getEquirectShader() {
  29532. var texelSize = new Vector2( 1, 1 );
  29533. var shaderMaterial = new RawShaderMaterial( {
  29534. name: 'EquirectangularToCubeUV',
  29535. uniforms: {
  29536. 'envMap': { value: null },
  29537. 'texelSize': { value: texelSize },
  29538. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29539. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29540. },
  29541. vertexShader: _getCommonVertexShader(),
  29542. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29543. blending: NoBlending,
  29544. depthTest: false,
  29545. depthWrite: false
  29546. } );
  29547. return shaderMaterial;
  29548. }
  29549. function _getCubemapShader() {
  29550. var shaderMaterial = new RawShaderMaterial( {
  29551. name: 'CubemapToCubeUV',
  29552. uniforms: {
  29553. 'envMap': { value: null },
  29554. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29555. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29556. },
  29557. vertexShader: _getCommonVertexShader(),
  29558. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29559. blending: NoBlending,
  29560. depthTest: false,
  29561. depthWrite: false
  29562. } );
  29563. return shaderMaterial;
  29564. }
  29565. function _getCommonVertexShader() {
  29566. return /* glsl */"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t";
  29567. }
  29568. function _getEncodings() {
  29569. return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
  29570. }
  29571. /**
  29572. * @author mrdoob / http://mrdoob.com/
  29573. */
  29574. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29575. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29576. return new Face3( a, b, c, normal, color, materialIndex );
  29577. }
  29578. var LineStrip = 0;
  29579. var LinePieces = 1;
  29580. var NoColors = 0;
  29581. var FaceColors = 1;
  29582. var VertexColors = 2;
  29583. function MeshFaceMaterial( materials ) {
  29584. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29585. return materials;
  29586. }
  29587. function MultiMaterial( materials ) {
  29588. if ( materials === undefined ) { materials = []; }
  29589. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29590. materials.isMultiMaterial = true;
  29591. materials.materials = materials;
  29592. materials.clone = function () {
  29593. return materials.slice();
  29594. };
  29595. return materials;
  29596. }
  29597. function PointCloud( geometry, material ) {
  29598. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29599. return new Points( geometry, material );
  29600. }
  29601. function Particle( material ) {
  29602. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29603. return new Sprite( material );
  29604. }
  29605. function ParticleSystem( geometry, material ) {
  29606. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29607. return new Points( geometry, material );
  29608. }
  29609. function PointCloudMaterial( parameters ) {
  29610. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29611. return new PointsMaterial( parameters );
  29612. }
  29613. function ParticleBasicMaterial( parameters ) {
  29614. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29615. return new PointsMaterial( parameters );
  29616. }
  29617. function ParticleSystemMaterial( parameters ) {
  29618. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29619. return new PointsMaterial( parameters );
  29620. }
  29621. function Vertex( x, y, z ) {
  29622. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29623. return new Vector3( x, y, z );
  29624. }
  29625. //
  29626. function DynamicBufferAttribute( array, itemSize ) {
  29627. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29628. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29629. }
  29630. function Int8Attribute( array, itemSize ) {
  29631. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29632. return new Int8BufferAttribute( array, itemSize );
  29633. }
  29634. function Uint8Attribute( array, itemSize ) {
  29635. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29636. return new Uint8BufferAttribute( array, itemSize );
  29637. }
  29638. function Uint8ClampedAttribute( array, itemSize ) {
  29639. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29640. return new Uint8ClampedBufferAttribute( array, itemSize );
  29641. }
  29642. function Int16Attribute( array, itemSize ) {
  29643. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29644. return new Int16BufferAttribute( array, itemSize );
  29645. }
  29646. function Uint16Attribute( array, itemSize ) {
  29647. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29648. return new Uint16BufferAttribute( array, itemSize );
  29649. }
  29650. function Int32Attribute( array, itemSize ) {
  29651. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29652. return new Int32BufferAttribute( array, itemSize );
  29653. }
  29654. function Uint32Attribute( array, itemSize ) {
  29655. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29656. return new Uint32BufferAttribute( array, itemSize );
  29657. }
  29658. function Float32Attribute( array, itemSize ) {
  29659. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29660. return new Float32BufferAttribute( array, itemSize );
  29661. }
  29662. function Float64Attribute( array, itemSize ) {
  29663. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29664. return new Float64BufferAttribute( array, itemSize );
  29665. }
  29666. //
  29667. Curve.create = function ( construct, getPoint ) {
  29668. console.log( 'THREE.Curve.create() has been deprecated' );
  29669. construct.prototype = Object.create( Curve.prototype );
  29670. construct.prototype.constructor = construct;
  29671. construct.prototype.getPoint = getPoint;
  29672. return construct;
  29673. };
  29674. //
  29675. Object.assign( CurvePath.prototype, {
  29676. createPointsGeometry: function ( divisions ) {
  29677. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29678. // generate geometry from path points (for Line or Points objects)
  29679. var pts = this.getPoints( divisions );
  29680. return this.createGeometry( pts );
  29681. },
  29682. createSpacedPointsGeometry: function ( divisions ) {
  29683. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29684. // generate geometry from equidistant sampling along the path
  29685. var pts = this.getSpacedPoints( divisions );
  29686. return this.createGeometry( pts );
  29687. },
  29688. createGeometry: function ( points ) {
  29689. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29690. var geometry = new Geometry();
  29691. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29692. var point = points[ i ];
  29693. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29694. }
  29695. return geometry;
  29696. }
  29697. } );
  29698. //
  29699. Object.assign( Path.prototype, {
  29700. fromPoints: function ( points ) {
  29701. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29702. return this.setFromPoints( points );
  29703. }
  29704. } );
  29705. //
  29706. function ClosedSplineCurve3( points ) {
  29707. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29708. CatmullRomCurve3.call( this, points );
  29709. this.type = 'catmullrom';
  29710. this.closed = true;
  29711. }
  29712. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29713. //
  29714. function SplineCurve3( points ) {
  29715. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29716. CatmullRomCurve3.call( this, points );
  29717. this.type = 'catmullrom';
  29718. }
  29719. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29720. //
  29721. function Spline( points ) {
  29722. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29723. CatmullRomCurve3.call( this, points );
  29724. this.type = 'catmullrom';
  29725. }
  29726. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29727. Object.assign( Spline.prototype, {
  29728. initFromArray: function ( /* a */ ) {
  29729. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29730. },
  29731. getControlPointsArray: function ( /* optionalTarget */ ) {
  29732. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29733. },
  29734. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29735. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29736. }
  29737. } );
  29738. //
  29739. function AxisHelper( size ) {
  29740. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29741. return new AxesHelper( size );
  29742. }
  29743. function BoundingBoxHelper( object, color ) {
  29744. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29745. return new BoxHelper( object, color );
  29746. }
  29747. function EdgesHelper( object, hex ) {
  29748. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29749. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29750. }
  29751. GridHelper.prototype.setColors = function () {
  29752. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29753. };
  29754. SkeletonHelper.prototype.update = function () {
  29755. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29756. };
  29757. function WireframeHelper( object, hex ) {
  29758. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29759. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29760. }
  29761. //
  29762. Object.assign( Loader.prototype, {
  29763. extractUrlBase: function ( url ) {
  29764. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29765. return LoaderUtils.extractUrlBase( url );
  29766. }
  29767. } );
  29768. Loader.Handlers = {
  29769. add: function ( /* regex, loader */ ) {
  29770. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29771. },
  29772. get: function ( /* file */ ) {
  29773. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29774. }
  29775. };
  29776. function XHRLoader( manager ) {
  29777. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29778. return new FileLoader( manager );
  29779. }
  29780. function BinaryTextureLoader( manager ) {
  29781. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29782. return new DataTextureLoader( manager );
  29783. }
  29784. Object.assign( ObjectLoader.prototype, {
  29785. setTexturePath: function ( value ) {
  29786. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29787. return this.setResourcePath( value );
  29788. }
  29789. } );
  29790. //
  29791. Object.assign( Box2.prototype, {
  29792. center: function ( optionalTarget ) {
  29793. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29794. return this.getCenter( optionalTarget );
  29795. },
  29796. empty: function () {
  29797. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29798. return this.isEmpty();
  29799. },
  29800. isIntersectionBox: function ( box ) {
  29801. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29802. return this.intersectsBox( box );
  29803. },
  29804. size: function ( optionalTarget ) {
  29805. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29806. return this.getSize( optionalTarget );
  29807. }
  29808. } );
  29809. Object.assign( Box3.prototype, {
  29810. center: function ( optionalTarget ) {
  29811. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29812. return this.getCenter( optionalTarget );
  29813. },
  29814. empty: function () {
  29815. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29816. return this.isEmpty();
  29817. },
  29818. isIntersectionBox: function ( box ) {
  29819. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29820. return this.intersectsBox( box );
  29821. },
  29822. isIntersectionSphere: function ( sphere ) {
  29823. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29824. return this.intersectsSphere( sphere );
  29825. },
  29826. size: function ( optionalTarget ) {
  29827. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29828. return this.getSize( optionalTarget );
  29829. }
  29830. } );
  29831. Object.assign( Sphere.prototype, {
  29832. empty: function () {
  29833. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29834. return this.isEmpty();
  29835. },
  29836. } );
  29837. Frustum.prototype.setFromMatrix = function ( m ) {
  29838. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29839. return this.setFromProjectionMatrix( m );
  29840. };
  29841. Line3.prototype.center = function ( optionalTarget ) {
  29842. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29843. return this.getCenter( optionalTarget );
  29844. };
  29845. Object.assign( MathUtils, {
  29846. random16: function () {
  29847. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29848. return Math.random();
  29849. },
  29850. nearestPowerOfTwo: function ( value ) {
  29851. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29852. return MathUtils.floorPowerOfTwo( value );
  29853. },
  29854. nextPowerOfTwo: function ( value ) {
  29855. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29856. return MathUtils.ceilPowerOfTwo( value );
  29857. }
  29858. } );
  29859. Object.assign( Matrix3.prototype, {
  29860. flattenToArrayOffset: function ( array, offset ) {
  29861. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29862. return this.toArray( array, offset );
  29863. },
  29864. multiplyVector3: function ( vector ) {
  29865. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29866. return vector.applyMatrix3( this );
  29867. },
  29868. multiplyVector3Array: function ( /* a */ ) {
  29869. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29870. },
  29871. applyToBufferAttribute: function ( attribute ) {
  29872. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29873. return attribute.applyMatrix3( this );
  29874. },
  29875. applyToVector3Array: function ( /* array, offset, length */ ) {
  29876. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29877. }
  29878. } );
  29879. Object.assign( Matrix4.prototype, {
  29880. extractPosition: function ( m ) {
  29881. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29882. return this.copyPosition( m );
  29883. },
  29884. flattenToArrayOffset: function ( array, offset ) {
  29885. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29886. return this.toArray( array, offset );
  29887. },
  29888. getPosition: function () {
  29889. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29890. return new Vector3().setFromMatrixColumn( this, 3 );
  29891. },
  29892. setRotationFromQuaternion: function ( q ) {
  29893. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29894. return this.makeRotationFromQuaternion( q );
  29895. },
  29896. multiplyToArray: function () {
  29897. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29898. },
  29899. multiplyVector3: function ( vector ) {
  29900. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29901. return vector.applyMatrix4( this );
  29902. },
  29903. multiplyVector4: function ( vector ) {
  29904. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29905. return vector.applyMatrix4( this );
  29906. },
  29907. multiplyVector3Array: function ( /* a */ ) {
  29908. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29909. },
  29910. rotateAxis: function ( v ) {
  29911. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29912. v.transformDirection( this );
  29913. },
  29914. crossVector: function ( vector ) {
  29915. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29916. return vector.applyMatrix4( this );
  29917. },
  29918. translate: function () {
  29919. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29920. },
  29921. rotateX: function () {
  29922. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29923. },
  29924. rotateY: function () {
  29925. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29926. },
  29927. rotateZ: function () {
  29928. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29929. },
  29930. rotateByAxis: function () {
  29931. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29932. },
  29933. applyToBufferAttribute: function ( attribute ) {
  29934. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29935. return attribute.applyMatrix4( this );
  29936. },
  29937. applyToVector3Array: function ( /* array, offset, length */ ) {
  29938. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29939. },
  29940. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29941. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29942. return this.makePerspective( left, right, top, bottom, near, far );
  29943. }
  29944. } );
  29945. Plane.prototype.isIntersectionLine = function ( line ) {
  29946. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29947. return this.intersectsLine( line );
  29948. };
  29949. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29950. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29951. return vector.applyQuaternion( this );
  29952. };
  29953. Object.assign( Ray.prototype, {
  29954. isIntersectionBox: function ( box ) {
  29955. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29956. return this.intersectsBox( box );
  29957. },
  29958. isIntersectionPlane: function ( plane ) {
  29959. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29960. return this.intersectsPlane( plane );
  29961. },
  29962. isIntersectionSphere: function ( sphere ) {
  29963. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29964. return this.intersectsSphere( sphere );
  29965. }
  29966. } );
  29967. Object.assign( Triangle.prototype, {
  29968. area: function () {
  29969. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29970. return this.getArea();
  29971. },
  29972. barycoordFromPoint: function ( point, target ) {
  29973. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29974. return this.getBarycoord( point, target );
  29975. },
  29976. midpoint: function ( target ) {
  29977. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29978. return this.getMidpoint( target );
  29979. },
  29980. normal: function ( target ) {
  29981. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29982. return this.getNormal( target );
  29983. },
  29984. plane: function ( target ) {
  29985. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29986. return this.getPlane( target );
  29987. }
  29988. } );
  29989. Object.assign( Triangle, {
  29990. barycoordFromPoint: function ( point, a, b, c, target ) {
  29991. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29992. return Triangle.getBarycoord( point, a, b, c, target );
  29993. },
  29994. normal: function ( a, b, c, target ) {
  29995. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29996. return Triangle.getNormal( a, b, c, target );
  29997. }
  29998. } );
  29999. Object.assign( Shape.prototype, {
  30000. extractAllPoints: function ( divisions ) {
  30001. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  30002. return this.extractPoints( divisions );
  30003. },
  30004. extrude: function ( options ) {
  30005. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  30006. return new ExtrudeGeometry( this, options );
  30007. },
  30008. makeGeometry: function ( options ) {
  30009. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  30010. return new ShapeGeometry( this, options );
  30011. }
  30012. } );
  30013. Object.assign( Vector2.prototype, {
  30014. fromAttribute: function ( attribute, index, offset ) {
  30015. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  30016. return this.fromBufferAttribute( attribute, index, offset );
  30017. },
  30018. distanceToManhattan: function ( v ) {
  30019. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  30020. return this.manhattanDistanceTo( v );
  30021. },
  30022. lengthManhattan: function () {
  30023. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  30024. return this.manhattanLength();
  30025. }
  30026. } );
  30027. Object.assign( Vector3.prototype, {
  30028. setEulerFromRotationMatrix: function () {
  30029. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  30030. },
  30031. setEulerFromQuaternion: function () {
  30032. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  30033. },
  30034. getPositionFromMatrix: function ( m ) {
  30035. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  30036. return this.setFromMatrixPosition( m );
  30037. },
  30038. getScaleFromMatrix: function ( m ) {
  30039. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  30040. return this.setFromMatrixScale( m );
  30041. },
  30042. getColumnFromMatrix: function ( index, matrix ) {
  30043. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  30044. return this.setFromMatrixColumn( matrix, index );
  30045. },
  30046. applyProjection: function ( m ) {
  30047. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  30048. return this.applyMatrix4( m );
  30049. },
  30050. fromAttribute: function ( attribute, index, offset ) {
  30051. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  30052. return this.fromBufferAttribute( attribute, index, offset );
  30053. },
  30054. distanceToManhattan: function ( v ) {
  30055. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  30056. return this.manhattanDistanceTo( v );
  30057. },
  30058. lengthManhattan: function () {
  30059. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  30060. return this.manhattanLength();
  30061. }
  30062. } );
  30063. Object.assign( Vector4.prototype, {
  30064. fromAttribute: function ( attribute, index, offset ) {
  30065. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  30066. return this.fromBufferAttribute( attribute, index, offset );
  30067. },
  30068. lengthManhattan: function () {
  30069. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  30070. return this.manhattanLength();
  30071. }
  30072. } );
  30073. //
  30074. Object.assign( Geometry.prototype, {
  30075. computeTangents: function () {
  30076. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  30077. },
  30078. computeLineDistances: function () {
  30079. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  30080. },
  30081. applyMatrix: function ( matrix ) {
  30082. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30083. return this.applyMatrix4( matrix );
  30084. }
  30085. } );
  30086. Object.assign( Object3D.prototype, {
  30087. getChildByName: function ( name ) {
  30088. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  30089. return this.getObjectByName( name );
  30090. },
  30091. renderDepth: function () {
  30092. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  30093. },
  30094. translate: function ( distance, axis ) {
  30095. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  30096. return this.translateOnAxis( axis, distance );
  30097. },
  30098. getWorldRotation: function () {
  30099. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  30100. },
  30101. applyMatrix: function ( matrix ) {
  30102. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  30103. return this.applyMatrix4( matrix );
  30104. }
  30105. } );
  30106. Object.defineProperties( Object3D.prototype, {
  30107. eulerOrder: {
  30108. get: function () {
  30109. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30110. return this.rotation.order;
  30111. },
  30112. set: function ( value ) {
  30113. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30114. this.rotation.order = value;
  30115. }
  30116. },
  30117. useQuaternion: {
  30118. get: function () {
  30119. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30120. },
  30121. set: function () {
  30122. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30123. }
  30124. }
  30125. } );
  30126. Object.assign( Mesh.prototype, {
  30127. setDrawMode: function () {
  30128. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30129. },
  30130. } );
  30131. Object.defineProperties( Mesh.prototype, {
  30132. drawMode: {
  30133. get: function () {
  30134. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  30135. return TrianglesDrawMode;
  30136. },
  30137. set: function () {
  30138. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30139. }
  30140. }
  30141. } );
  30142. Object.defineProperties( LOD.prototype, {
  30143. objects: {
  30144. get: function () {
  30145. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  30146. return this.levels;
  30147. }
  30148. }
  30149. } );
  30150. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  30151. get: function () {
  30152. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30153. },
  30154. set: function () {
  30155. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30156. }
  30157. } );
  30158. SkinnedMesh.prototype.initBones = function () {
  30159. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  30160. };
  30161. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  30162. get: function () {
  30163. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30164. return this.arcLengthDivisions;
  30165. },
  30166. set: function ( value ) {
  30167. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30168. this.arcLengthDivisions = value;
  30169. }
  30170. } );
  30171. //
  30172. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  30173. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  30174. "Use .setFocalLength and .filmGauge for a photographic setup." );
  30175. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  30176. this.setFocalLength( focalLength );
  30177. };
  30178. //
  30179. Object.defineProperties( Light.prototype, {
  30180. onlyShadow: {
  30181. set: function () {
  30182. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  30183. }
  30184. },
  30185. shadowCameraFov: {
  30186. set: function ( value ) {
  30187. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  30188. this.shadow.camera.fov = value;
  30189. }
  30190. },
  30191. shadowCameraLeft: {
  30192. set: function ( value ) {
  30193. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  30194. this.shadow.camera.left = value;
  30195. }
  30196. },
  30197. shadowCameraRight: {
  30198. set: function ( value ) {
  30199. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  30200. this.shadow.camera.right = value;
  30201. }
  30202. },
  30203. shadowCameraTop: {
  30204. set: function ( value ) {
  30205. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  30206. this.shadow.camera.top = value;
  30207. }
  30208. },
  30209. shadowCameraBottom: {
  30210. set: function ( value ) {
  30211. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  30212. this.shadow.camera.bottom = value;
  30213. }
  30214. },
  30215. shadowCameraNear: {
  30216. set: function ( value ) {
  30217. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  30218. this.shadow.camera.near = value;
  30219. }
  30220. },
  30221. shadowCameraFar: {
  30222. set: function ( value ) {
  30223. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  30224. this.shadow.camera.far = value;
  30225. }
  30226. },
  30227. shadowCameraVisible: {
  30228. set: function () {
  30229. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  30230. }
  30231. },
  30232. shadowBias: {
  30233. set: function ( value ) {
  30234. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  30235. this.shadow.bias = value;
  30236. }
  30237. },
  30238. shadowDarkness: {
  30239. set: function () {
  30240. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  30241. }
  30242. },
  30243. shadowMapWidth: {
  30244. set: function ( value ) {
  30245. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  30246. this.shadow.mapSize.width = value;
  30247. }
  30248. },
  30249. shadowMapHeight: {
  30250. set: function ( value ) {
  30251. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  30252. this.shadow.mapSize.height = value;
  30253. }
  30254. }
  30255. } );
  30256. //
  30257. Object.defineProperties( BufferAttribute.prototype, {
  30258. length: {
  30259. get: function () {
  30260. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30261. return this.array.length;
  30262. }
  30263. },
  30264. dynamic: {
  30265. get: function () {
  30266. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30267. return this.usage === DynamicDrawUsage;
  30268. },
  30269. set: function ( /* value */ ) {
  30270. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30271. this.setUsage( DynamicDrawUsage );
  30272. }
  30273. }
  30274. } );
  30275. Object.assign( BufferAttribute.prototype, {
  30276. setDynamic: function ( value ) {
  30277. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30278. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30279. return this;
  30280. },
  30281. copyIndicesArray: function ( /* indices */ ) {
  30282. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30283. },
  30284. setArray: function ( /* array */ ) {
  30285. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30286. }
  30287. } );
  30288. Object.assign( BufferGeometry.prototype, {
  30289. addIndex: function ( index ) {
  30290. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30291. this.setIndex( index );
  30292. },
  30293. addAttribute: function ( name, attribute ) {
  30294. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30295. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30296. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30297. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30298. }
  30299. if ( name === 'index' ) {
  30300. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30301. this.setIndex( attribute );
  30302. return this;
  30303. }
  30304. return this.setAttribute( name, attribute );
  30305. },
  30306. addDrawCall: function ( start, count, indexOffset ) {
  30307. if ( indexOffset !== undefined ) {
  30308. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30309. }
  30310. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30311. this.addGroup( start, count );
  30312. },
  30313. clearDrawCalls: function () {
  30314. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30315. this.clearGroups();
  30316. },
  30317. computeTangents: function () {
  30318. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30319. },
  30320. computeOffsets: function () {
  30321. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30322. },
  30323. removeAttribute: function ( name ) {
  30324. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30325. return this.deleteAttribute( name );
  30326. },
  30327. applyMatrix: function ( matrix ) {
  30328. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30329. return this.applyMatrix4( matrix );
  30330. }
  30331. } );
  30332. Object.defineProperties( BufferGeometry.prototype, {
  30333. drawcalls: {
  30334. get: function () {
  30335. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30336. return this.groups;
  30337. }
  30338. },
  30339. offsets: {
  30340. get: function () {
  30341. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30342. return this.groups;
  30343. }
  30344. }
  30345. } );
  30346. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30347. maxInstancedCount: {
  30348. get: function () {
  30349. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30350. return this.instanceCount;
  30351. },
  30352. set: function ( value ) {
  30353. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30354. this.instanceCount = value;
  30355. }
  30356. }
  30357. } );
  30358. Object.defineProperties( Raycaster.prototype, {
  30359. linePrecision: {
  30360. get: function () {
  30361. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30362. return this.params.Line.threshold;
  30363. },
  30364. set: function ( value ) {
  30365. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30366. this.params.Line.threshold = value;
  30367. }
  30368. }
  30369. } );
  30370. Object.defineProperties( InterleavedBuffer.prototype, {
  30371. dynamic: {
  30372. get: function () {
  30373. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30374. return this.usage === DynamicDrawUsage;
  30375. },
  30376. set: function ( value ) {
  30377. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30378. this.setUsage( value );
  30379. }
  30380. }
  30381. } );
  30382. Object.assign( InterleavedBuffer.prototype, {
  30383. setDynamic: function ( value ) {
  30384. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30385. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30386. return this;
  30387. },
  30388. setArray: function ( /* array */ ) {
  30389. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30390. }
  30391. } );
  30392. //
  30393. Object.assign( ExtrudeBufferGeometry.prototype, {
  30394. getArrays: function () {
  30395. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30396. },
  30397. addShapeList: function () {
  30398. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30399. },
  30400. addShape: function () {
  30401. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30402. }
  30403. } );
  30404. //
  30405. Object.defineProperties( Uniform.prototype, {
  30406. dynamic: {
  30407. set: function () {
  30408. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30409. }
  30410. },
  30411. onUpdate: {
  30412. value: function () {
  30413. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30414. return this;
  30415. }
  30416. }
  30417. } );
  30418. //
  30419. Object.defineProperties( Material.prototype, {
  30420. wrapAround: {
  30421. get: function () {
  30422. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30423. },
  30424. set: function () {
  30425. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30426. }
  30427. },
  30428. overdraw: {
  30429. get: function () {
  30430. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30431. },
  30432. set: function () {
  30433. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30434. }
  30435. },
  30436. wrapRGB: {
  30437. get: function () {
  30438. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30439. return new Color();
  30440. }
  30441. },
  30442. shading: {
  30443. get: function () {
  30444. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30445. },
  30446. set: function ( value ) {
  30447. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30448. this.flatShading = ( value === FlatShading );
  30449. }
  30450. },
  30451. stencilMask: {
  30452. get: function () {
  30453. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30454. return this.stencilFuncMask;
  30455. },
  30456. set: function ( value ) {
  30457. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30458. this.stencilFuncMask = value;
  30459. }
  30460. }
  30461. } );
  30462. Object.defineProperties( MeshPhongMaterial.prototype, {
  30463. metal: {
  30464. get: function () {
  30465. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30466. return false;
  30467. },
  30468. set: function () {
  30469. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30470. }
  30471. }
  30472. } );
  30473. Object.defineProperties( MeshPhysicalMaterial.prototype, {
  30474. transparency: {
  30475. get: function () {
  30476. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  30477. return this.transmission;
  30478. },
  30479. set: function ( value ) {
  30480. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  30481. this.transmission = value;
  30482. }
  30483. }
  30484. } );
  30485. Object.defineProperties( ShaderMaterial.prototype, {
  30486. derivatives: {
  30487. get: function () {
  30488. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30489. return this.extensions.derivatives;
  30490. },
  30491. set: function ( value ) {
  30492. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30493. this.extensions.derivatives = value;
  30494. }
  30495. }
  30496. } );
  30497. //
  30498. Object.assign( WebGLRenderer.prototype, {
  30499. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30500. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30501. this.setRenderTarget( renderTarget );
  30502. this.clear( color, depth, stencil );
  30503. },
  30504. animate: function ( callback ) {
  30505. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30506. this.setAnimationLoop( callback );
  30507. },
  30508. getCurrentRenderTarget: function () {
  30509. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30510. return this.getRenderTarget();
  30511. },
  30512. getMaxAnisotropy: function () {
  30513. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30514. return this.capabilities.getMaxAnisotropy();
  30515. },
  30516. getPrecision: function () {
  30517. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30518. return this.capabilities.precision;
  30519. },
  30520. resetGLState: function () {
  30521. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30522. return this.state.reset();
  30523. },
  30524. supportsFloatTextures: function () {
  30525. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30526. return this.extensions.get( 'OES_texture_float' );
  30527. },
  30528. supportsHalfFloatTextures: function () {
  30529. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30530. return this.extensions.get( 'OES_texture_half_float' );
  30531. },
  30532. supportsStandardDerivatives: function () {
  30533. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30534. return this.extensions.get( 'OES_standard_derivatives' );
  30535. },
  30536. supportsCompressedTextureS3TC: function () {
  30537. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30538. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30539. },
  30540. supportsCompressedTexturePVRTC: function () {
  30541. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30542. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30543. },
  30544. supportsBlendMinMax: function () {
  30545. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30546. return this.extensions.get( 'EXT_blend_minmax' );
  30547. },
  30548. supportsVertexTextures: function () {
  30549. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30550. return this.capabilities.vertexTextures;
  30551. },
  30552. supportsInstancedArrays: function () {
  30553. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30554. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30555. },
  30556. enableScissorTest: function ( boolean ) {
  30557. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30558. this.setScissorTest( boolean );
  30559. },
  30560. initMaterial: function () {
  30561. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30562. },
  30563. addPrePlugin: function () {
  30564. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30565. },
  30566. addPostPlugin: function () {
  30567. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30568. },
  30569. updateShadowMap: function () {
  30570. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30571. },
  30572. setFaceCulling: function () {
  30573. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30574. },
  30575. allocTextureUnit: function () {
  30576. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30577. },
  30578. setTexture: function () {
  30579. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30580. },
  30581. setTexture2D: function () {
  30582. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30583. },
  30584. setTextureCube: function () {
  30585. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30586. },
  30587. getActiveMipMapLevel: function () {
  30588. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30589. return this.getActiveMipmapLevel();
  30590. }
  30591. } );
  30592. Object.defineProperties( WebGLRenderer.prototype, {
  30593. shadowMapEnabled: {
  30594. get: function () {
  30595. return this.shadowMap.enabled;
  30596. },
  30597. set: function ( value ) {
  30598. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30599. this.shadowMap.enabled = value;
  30600. }
  30601. },
  30602. shadowMapType: {
  30603. get: function () {
  30604. return this.shadowMap.type;
  30605. },
  30606. set: function ( value ) {
  30607. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30608. this.shadowMap.type = value;
  30609. }
  30610. },
  30611. shadowMapCullFace: {
  30612. get: function () {
  30613. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30614. return undefined;
  30615. },
  30616. set: function ( /* value */ ) {
  30617. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30618. }
  30619. },
  30620. context: {
  30621. get: function () {
  30622. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30623. return this.getContext();
  30624. }
  30625. },
  30626. vr: {
  30627. get: function () {
  30628. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30629. return this.xr;
  30630. }
  30631. },
  30632. gammaInput: {
  30633. get: function () {
  30634. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30635. return false;
  30636. },
  30637. set: function () {
  30638. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30639. }
  30640. },
  30641. gammaOutput: {
  30642. get: function () {
  30643. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30644. return false;
  30645. },
  30646. set: function ( value ) {
  30647. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30648. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30649. }
  30650. },
  30651. toneMappingWhitePoint: {
  30652. get: function () {
  30653. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30654. return 1.0;
  30655. },
  30656. set: function () {
  30657. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30658. }
  30659. },
  30660. } );
  30661. Object.defineProperties( WebGLShadowMap.prototype, {
  30662. cullFace: {
  30663. get: function () {
  30664. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30665. return undefined;
  30666. },
  30667. set: function ( /* cullFace */ ) {
  30668. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30669. }
  30670. },
  30671. renderReverseSided: {
  30672. get: function () {
  30673. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30674. return undefined;
  30675. },
  30676. set: function () {
  30677. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30678. }
  30679. },
  30680. renderSingleSided: {
  30681. get: function () {
  30682. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30683. return undefined;
  30684. },
  30685. set: function () {
  30686. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30687. }
  30688. }
  30689. } );
  30690. function WebGLRenderTargetCube( width, height, options ) {
  30691. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30692. return new WebGLCubeRenderTarget( width, options );
  30693. }
  30694. //
  30695. Object.defineProperties( WebGLRenderTarget.prototype, {
  30696. wrapS: {
  30697. get: function () {
  30698. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30699. return this.texture.wrapS;
  30700. },
  30701. set: function ( value ) {
  30702. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30703. this.texture.wrapS = value;
  30704. }
  30705. },
  30706. wrapT: {
  30707. get: function () {
  30708. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30709. return this.texture.wrapT;
  30710. },
  30711. set: function ( value ) {
  30712. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30713. this.texture.wrapT = value;
  30714. }
  30715. },
  30716. magFilter: {
  30717. get: function () {
  30718. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30719. return this.texture.magFilter;
  30720. },
  30721. set: function ( value ) {
  30722. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30723. this.texture.magFilter = value;
  30724. }
  30725. },
  30726. minFilter: {
  30727. get: function () {
  30728. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30729. return this.texture.minFilter;
  30730. },
  30731. set: function ( value ) {
  30732. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30733. this.texture.minFilter = value;
  30734. }
  30735. },
  30736. anisotropy: {
  30737. get: function () {
  30738. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30739. return this.texture.anisotropy;
  30740. },
  30741. set: function ( value ) {
  30742. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30743. this.texture.anisotropy = value;
  30744. }
  30745. },
  30746. offset: {
  30747. get: function () {
  30748. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30749. return this.texture.offset;
  30750. },
  30751. set: function ( value ) {
  30752. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30753. this.texture.offset = value;
  30754. }
  30755. },
  30756. repeat: {
  30757. get: function () {
  30758. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30759. return this.texture.repeat;
  30760. },
  30761. set: function ( value ) {
  30762. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30763. this.texture.repeat = value;
  30764. }
  30765. },
  30766. format: {
  30767. get: function () {
  30768. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30769. return this.texture.format;
  30770. },
  30771. set: function ( value ) {
  30772. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30773. this.texture.format = value;
  30774. }
  30775. },
  30776. type: {
  30777. get: function () {
  30778. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30779. return this.texture.type;
  30780. },
  30781. set: function ( value ) {
  30782. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30783. this.texture.type = value;
  30784. }
  30785. },
  30786. generateMipmaps: {
  30787. get: function () {
  30788. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30789. return this.texture.generateMipmaps;
  30790. },
  30791. set: function ( value ) {
  30792. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30793. this.texture.generateMipmaps = value;
  30794. }
  30795. }
  30796. } );
  30797. //
  30798. Object.defineProperties( Audio.prototype, {
  30799. load: {
  30800. value: function ( file ) {
  30801. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30802. var scope = this;
  30803. var audioLoader = new AudioLoader();
  30804. audioLoader.load( file, function ( buffer ) {
  30805. scope.setBuffer( buffer );
  30806. } );
  30807. return this;
  30808. }
  30809. },
  30810. startTime: {
  30811. set: function () {
  30812. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30813. }
  30814. }
  30815. } );
  30816. AudioAnalyser.prototype.getData = function () {
  30817. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30818. return this.getFrequencyData();
  30819. };
  30820. //
  30821. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30822. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30823. return this.update( renderer, scene );
  30824. };
  30825. //
  30826. var GeometryUtils = {
  30827. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30828. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30829. var matrix;
  30830. if ( geometry2.isMesh ) {
  30831. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30832. matrix = geometry2.matrix;
  30833. geometry2 = geometry2.geometry;
  30834. }
  30835. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30836. },
  30837. center: function ( geometry ) {
  30838. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30839. return geometry.center();
  30840. }
  30841. };
  30842. ImageUtils.crossOrigin = undefined;
  30843. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30844. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30845. var loader = new TextureLoader();
  30846. loader.setCrossOrigin( this.crossOrigin );
  30847. var texture = loader.load( url, onLoad, undefined, onError );
  30848. if ( mapping ) { texture.mapping = mapping; }
  30849. return texture;
  30850. };
  30851. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30852. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30853. var loader = new CubeTextureLoader();
  30854. loader.setCrossOrigin( this.crossOrigin );
  30855. var texture = loader.load( urls, onLoad, undefined, onError );
  30856. if ( mapping ) { texture.mapping = mapping; }
  30857. return texture;
  30858. };
  30859. ImageUtils.loadCompressedTexture = function () {
  30860. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30861. };
  30862. ImageUtils.loadCompressedTextureCube = function () {
  30863. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30864. };
  30865. //
  30866. function CanvasRenderer() {
  30867. console.error( 'THREE.CanvasRenderer has been removed' );
  30868. }
  30869. //
  30870. function JSONLoader() {
  30871. console.error( 'THREE.JSONLoader has been removed.' );
  30872. }
  30873. //
  30874. var SceneUtils = {
  30875. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30876. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30877. },
  30878. detach: function ( /* child, parent, scene */ ) {
  30879. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30880. },
  30881. attach: function ( /* child, scene, parent */ ) {
  30882. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30883. }
  30884. };
  30885. //
  30886. function LensFlare() {
  30887. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30888. }
  30889. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30890. /* eslint-disable no-undef */
  30891. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30892. revision: REVISION,
  30893. } } ) );
  30894. /* eslint-enable no-undef */
  30895. }
  30896. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30897. exports.AddEquation = AddEquation;
  30898. exports.AddOperation = AddOperation;
  30899. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30900. exports.AdditiveBlending = AdditiveBlending;
  30901. exports.AlphaFormat = AlphaFormat;
  30902. exports.AlwaysDepth = AlwaysDepth;
  30903. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30904. exports.AmbientLight = AmbientLight;
  30905. exports.AmbientLightProbe = AmbientLightProbe;
  30906. exports.AnimationClip = AnimationClip;
  30907. exports.AnimationLoader = AnimationLoader;
  30908. exports.AnimationMixer = AnimationMixer;
  30909. exports.AnimationObjectGroup = AnimationObjectGroup;
  30910. exports.AnimationUtils = AnimationUtils;
  30911. exports.ArcCurve = ArcCurve;
  30912. exports.ArrayCamera = ArrayCamera;
  30913. exports.ArrowHelper = ArrowHelper;
  30914. exports.Audio = Audio;
  30915. exports.AudioAnalyser = AudioAnalyser;
  30916. exports.AudioContext = AudioContext;
  30917. exports.AudioListener = AudioListener;
  30918. exports.AudioLoader = AudioLoader;
  30919. exports.AxesHelper = AxesHelper;
  30920. exports.AxisHelper = AxisHelper;
  30921. exports.BackSide = BackSide;
  30922. exports.BasicDepthPacking = BasicDepthPacking;
  30923. exports.BasicShadowMap = BasicShadowMap;
  30924. exports.BinaryTextureLoader = BinaryTextureLoader;
  30925. exports.Bone = Bone;
  30926. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30927. exports.BoundingBoxHelper = BoundingBoxHelper;
  30928. exports.Box2 = Box2;
  30929. exports.Box3 = Box3;
  30930. exports.Box3Helper = Box3Helper;
  30931. exports.BoxBufferGeometry = BoxBufferGeometry;
  30932. exports.BoxGeometry = BoxGeometry;
  30933. exports.BoxHelper = BoxHelper;
  30934. exports.BufferAttribute = BufferAttribute;
  30935. exports.BufferGeometry = BufferGeometry;
  30936. exports.BufferGeometryLoader = BufferGeometryLoader;
  30937. exports.ByteType = ByteType;
  30938. exports.Cache = Cache;
  30939. exports.Camera = Camera;
  30940. exports.CameraHelper = CameraHelper;
  30941. exports.CanvasRenderer = CanvasRenderer;
  30942. exports.CanvasTexture = CanvasTexture;
  30943. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30944. exports.CineonToneMapping = CineonToneMapping;
  30945. exports.CircleBufferGeometry = CircleBufferGeometry;
  30946. exports.CircleGeometry = CircleGeometry;
  30947. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30948. exports.Clock = Clock;
  30949. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30950. exports.Color = Color;
  30951. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30952. exports.CompressedTexture = CompressedTexture;
  30953. exports.CompressedTextureLoader = CompressedTextureLoader;
  30954. exports.ConeBufferGeometry = ConeBufferGeometry;
  30955. exports.ConeGeometry = ConeGeometry;
  30956. exports.CubeCamera = CubeCamera;
  30957. exports.CubeGeometry = BoxGeometry;
  30958. exports.CubeReflectionMapping = CubeReflectionMapping;
  30959. exports.CubeRefractionMapping = CubeRefractionMapping;
  30960. exports.CubeTexture = CubeTexture;
  30961. exports.CubeTextureLoader = CubeTextureLoader;
  30962. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30963. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30964. exports.CubicBezierCurve = CubicBezierCurve;
  30965. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30966. exports.CubicInterpolant = CubicInterpolant;
  30967. exports.CullFaceBack = CullFaceBack;
  30968. exports.CullFaceFront = CullFaceFront;
  30969. exports.CullFaceFrontBack = CullFaceFrontBack;
  30970. exports.CullFaceNone = CullFaceNone;
  30971. exports.Curve = Curve;
  30972. exports.CurvePath = CurvePath;
  30973. exports.CustomBlending = CustomBlending;
  30974. exports.CustomToneMapping = CustomToneMapping;
  30975. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30976. exports.CylinderGeometry = CylinderGeometry;
  30977. exports.Cylindrical = Cylindrical;
  30978. exports.DataTexture = DataTexture;
  30979. exports.DataTexture2DArray = DataTexture2DArray;
  30980. exports.DataTexture3D = DataTexture3D;
  30981. exports.DataTextureLoader = DataTextureLoader;
  30982. exports.DecrementStencilOp = DecrementStencilOp;
  30983. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30984. exports.DefaultLoadingManager = DefaultLoadingManager;
  30985. exports.DepthFormat = DepthFormat;
  30986. exports.DepthStencilFormat = DepthStencilFormat;
  30987. exports.DepthTexture = DepthTexture;
  30988. exports.DirectionalLight = DirectionalLight;
  30989. exports.DirectionalLightHelper = DirectionalLightHelper;
  30990. exports.DirectionalLightShadow = DirectionalLightShadow;
  30991. exports.DiscreteInterpolant = DiscreteInterpolant;
  30992. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30993. exports.DodecahedronGeometry = DodecahedronGeometry;
  30994. exports.DoubleSide = DoubleSide;
  30995. exports.DstAlphaFactor = DstAlphaFactor;
  30996. exports.DstColorFactor = DstColorFactor;
  30997. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30998. exports.DynamicCopyUsage = DynamicCopyUsage;
  30999. exports.DynamicDrawUsage = DynamicDrawUsage;
  31000. exports.DynamicReadUsage = DynamicReadUsage;
  31001. exports.EdgesGeometry = EdgesGeometry;
  31002. exports.EdgesHelper = EdgesHelper;
  31003. exports.EllipseCurve = EllipseCurve;
  31004. exports.EqualDepth = EqualDepth;
  31005. exports.EqualStencilFunc = EqualStencilFunc;
  31006. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  31007. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  31008. exports.Euler = Euler;
  31009. exports.EventDispatcher = EventDispatcher;
  31010. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  31011. exports.ExtrudeGeometry = ExtrudeGeometry;
  31012. exports.Face3 = Face3;
  31013. exports.Face4 = Face4;
  31014. exports.FaceColors = FaceColors;
  31015. exports.FileLoader = FileLoader;
  31016. exports.FlatShading = FlatShading;
  31017. exports.Float32Attribute = Float32Attribute;
  31018. exports.Float32BufferAttribute = Float32BufferAttribute;
  31019. exports.Float64Attribute = Float64Attribute;
  31020. exports.Float64BufferAttribute = Float64BufferAttribute;
  31021. exports.FloatType = FloatType;
  31022. exports.Fog = Fog;
  31023. exports.FogExp2 = FogExp2;
  31024. exports.Font = Font;
  31025. exports.FontLoader = FontLoader;
  31026. exports.FrontSide = FrontSide;
  31027. exports.Frustum = Frustum;
  31028. exports.GammaEncoding = GammaEncoding;
  31029. exports.Geometry = Geometry;
  31030. exports.GeometryUtils = GeometryUtils;
  31031. exports.GreaterDepth = GreaterDepth;
  31032. exports.GreaterEqualDepth = GreaterEqualDepth;
  31033. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  31034. exports.GreaterStencilFunc = GreaterStencilFunc;
  31035. exports.GridHelper = GridHelper;
  31036. exports.Group = Group;
  31037. exports.HalfFloatType = HalfFloatType;
  31038. exports.HemisphereLight = HemisphereLight;
  31039. exports.HemisphereLightHelper = HemisphereLightHelper;
  31040. exports.HemisphereLightProbe = HemisphereLightProbe;
  31041. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  31042. exports.IcosahedronGeometry = IcosahedronGeometry;
  31043. exports.ImageBitmapLoader = ImageBitmapLoader;
  31044. exports.ImageLoader = ImageLoader;
  31045. exports.ImageUtils = ImageUtils;
  31046. exports.ImmediateRenderObject = ImmediateRenderObject;
  31047. exports.IncrementStencilOp = IncrementStencilOp;
  31048. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  31049. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  31050. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  31051. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  31052. exports.InstancedMesh = InstancedMesh;
  31053. exports.Int16Attribute = Int16Attribute;
  31054. exports.Int16BufferAttribute = Int16BufferAttribute;
  31055. exports.Int32Attribute = Int32Attribute;
  31056. exports.Int32BufferAttribute = Int32BufferAttribute;
  31057. exports.Int8Attribute = Int8Attribute;
  31058. exports.Int8BufferAttribute = Int8BufferAttribute;
  31059. exports.IntType = IntType;
  31060. exports.InterleavedBuffer = InterleavedBuffer;
  31061. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  31062. exports.Interpolant = Interpolant;
  31063. exports.InterpolateDiscrete = InterpolateDiscrete;
  31064. exports.InterpolateLinear = InterpolateLinear;
  31065. exports.InterpolateSmooth = InterpolateSmooth;
  31066. exports.InvertStencilOp = InvertStencilOp;
  31067. exports.JSONLoader = JSONLoader;
  31068. exports.KeepStencilOp = KeepStencilOp;
  31069. exports.KeyframeTrack = KeyframeTrack;
  31070. exports.LOD = LOD;
  31071. exports.LatheBufferGeometry = LatheBufferGeometry;
  31072. exports.LatheGeometry = LatheGeometry;
  31073. exports.Layers = Layers;
  31074. exports.LensFlare = LensFlare;
  31075. exports.LessDepth = LessDepth;
  31076. exports.LessEqualDepth = LessEqualDepth;
  31077. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  31078. exports.LessStencilFunc = LessStencilFunc;
  31079. exports.Light = Light;
  31080. exports.LightProbe = LightProbe;
  31081. exports.LightShadow = LightShadow;
  31082. exports.Line = Line;
  31083. exports.Line3 = Line3;
  31084. exports.LineBasicMaterial = LineBasicMaterial;
  31085. exports.LineCurve = LineCurve;
  31086. exports.LineCurve3 = LineCurve3;
  31087. exports.LineDashedMaterial = LineDashedMaterial;
  31088. exports.LineLoop = LineLoop;
  31089. exports.LinePieces = LinePieces;
  31090. exports.LineSegments = LineSegments;
  31091. exports.LineStrip = LineStrip;
  31092. exports.LinearEncoding = LinearEncoding;
  31093. exports.LinearFilter = LinearFilter;
  31094. exports.LinearInterpolant = LinearInterpolant;
  31095. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  31096. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  31097. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  31098. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  31099. exports.LinearToneMapping = LinearToneMapping;
  31100. exports.Loader = Loader;
  31101. exports.LoaderUtils = LoaderUtils;
  31102. exports.LoadingManager = LoadingManager;
  31103. exports.LogLuvEncoding = LogLuvEncoding;
  31104. exports.LoopOnce = LoopOnce;
  31105. exports.LoopPingPong = LoopPingPong;
  31106. exports.LoopRepeat = LoopRepeat;
  31107. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  31108. exports.LuminanceFormat = LuminanceFormat;
  31109. exports.MOUSE = MOUSE;
  31110. exports.Material = Material;
  31111. exports.MaterialLoader = MaterialLoader;
  31112. exports.Math = MathUtils;
  31113. exports.MathUtils = MathUtils;
  31114. exports.Matrix3 = Matrix3;
  31115. exports.Matrix4 = Matrix4;
  31116. exports.MaxEquation = MaxEquation;
  31117. exports.Mesh = Mesh;
  31118. exports.MeshBasicMaterial = MeshBasicMaterial;
  31119. exports.MeshDepthMaterial = MeshDepthMaterial;
  31120. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  31121. exports.MeshFaceMaterial = MeshFaceMaterial;
  31122. exports.MeshLambertMaterial = MeshLambertMaterial;
  31123. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  31124. exports.MeshNormalMaterial = MeshNormalMaterial;
  31125. exports.MeshPhongMaterial = MeshPhongMaterial;
  31126. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  31127. exports.MeshStandardMaterial = MeshStandardMaterial;
  31128. exports.MeshToonMaterial = MeshToonMaterial;
  31129. exports.MinEquation = MinEquation;
  31130. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  31131. exports.MixOperation = MixOperation;
  31132. exports.MultiMaterial = MultiMaterial;
  31133. exports.MultiplyBlending = MultiplyBlending;
  31134. exports.MultiplyOperation = MultiplyOperation;
  31135. exports.NearestFilter = NearestFilter;
  31136. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  31137. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  31138. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  31139. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  31140. exports.NeverDepth = NeverDepth;
  31141. exports.NeverStencilFunc = NeverStencilFunc;
  31142. exports.NoBlending = NoBlending;
  31143. exports.NoColors = NoColors;
  31144. exports.NoToneMapping = NoToneMapping;
  31145. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  31146. exports.NormalBlending = NormalBlending;
  31147. exports.NotEqualDepth = NotEqualDepth;
  31148. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  31149. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  31150. exports.Object3D = Object3D;
  31151. exports.ObjectLoader = ObjectLoader;
  31152. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  31153. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  31154. exports.OctahedronGeometry = OctahedronGeometry;
  31155. exports.OneFactor = OneFactor;
  31156. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  31157. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  31158. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  31159. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  31160. exports.OrthographicCamera = OrthographicCamera;
  31161. exports.PCFShadowMap = PCFShadowMap;
  31162. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  31163. exports.PMREMGenerator = PMREMGenerator;
  31164. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  31165. exports.ParametricGeometry = ParametricGeometry;
  31166. exports.Particle = Particle;
  31167. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  31168. exports.ParticleSystem = ParticleSystem;
  31169. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  31170. exports.Path = Path;
  31171. exports.PerspectiveCamera = PerspectiveCamera;
  31172. exports.Plane = Plane;
  31173. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  31174. exports.PlaneGeometry = PlaneGeometry;
  31175. exports.PlaneHelper = PlaneHelper;
  31176. exports.PointCloud = PointCloud;
  31177. exports.PointCloudMaterial = PointCloudMaterial;
  31178. exports.PointLight = PointLight;
  31179. exports.PointLightHelper = PointLightHelper;
  31180. exports.Points = Points;
  31181. exports.PointsMaterial = PointsMaterial;
  31182. exports.PolarGridHelper = PolarGridHelper;
  31183. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  31184. exports.PolyhedronGeometry = PolyhedronGeometry;
  31185. exports.PositionalAudio = PositionalAudio;
  31186. exports.PropertyBinding = PropertyBinding;
  31187. exports.PropertyMixer = PropertyMixer;
  31188. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  31189. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  31190. exports.Quaternion = Quaternion;
  31191. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  31192. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  31193. exports.REVISION = REVISION;
  31194. exports.RGBADepthPacking = RGBADepthPacking;
  31195. exports.RGBAFormat = RGBAFormat;
  31196. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  31197. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  31198. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  31199. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  31200. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  31201. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  31202. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  31203. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  31204. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  31205. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  31206. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  31207. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  31208. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  31209. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  31210. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  31211. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  31212. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  31213. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  31214. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  31215. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  31216. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  31217. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  31218. exports.RGBDEncoding = RGBDEncoding;
  31219. exports.RGBEEncoding = RGBEEncoding;
  31220. exports.RGBEFormat = RGBEFormat;
  31221. exports.RGBFormat = RGBFormat;
  31222. exports.RGBIntegerFormat = RGBIntegerFormat;
  31223. exports.RGBM16Encoding = RGBM16Encoding;
  31224. exports.RGBM7Encoding = RGBM7Encoding;
  31225. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  31226. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  31227. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  31228. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  31229. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  31230. exports.RGFormat = RGFormat;
  31231. exports.RGIntegerFormat = RGIntegerFormat;
  31232. exports.RawShaderMaterial = RawShaderMaterial;
  31233. exports.Ray = Ray;
  31234. exports.Raycaster = Raycaster;
  31235. exports.RectAreaLight = RectAreaLight;
  31236. exports.RedFormat = RedFormat;
  31237. exports.RedIntegerFormat = RedIntegerFormat;
  31238. exports.ReinhardToneMapping = ReinhardToneMapping;
  31239. exports.RepeatWrapping = RepeatWrapping;
  31240. exports.ReplaceStencilOp = ReplaceStencilOp;
  31241. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  31242. exports.RingBufferGeometry = RingBufferGeometry;
  31243. exports.RingGeometry = RingGeometry;
  31244. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  31245. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  31246. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  31247. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  31248. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  31249. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  31250. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  31251. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  31252. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  31253. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  31254. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  31255. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  31256. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  31257. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  31258. exports.Scene = Scene;
  31259. exports.SceneUtils = SceneUtils;
  31260. exports.ShaderChunk = ShaderChunk;
  31261. exports.ShaderLib = ShaderLib;
  31262. exports.ShaderMaterial = ShaderMaterial;
  31263. exports.ShadowMaterial = ShadowMaterial;
  31264. exports.Shape = Shape;
  31265. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31266. exports.ShapeGeometry = ShapeGeometry;
  31267. exports.ShapePath = ShapePath;
  31268. exports.ShapeUtils = ShapeUtils;
  31269. exports.ShortType = ShortType;
  31270. exports.Skeleton = Skeleton;
  31271. exports.SkeletonHelper = SkeletonHelper;
  31272. exports.SkinnedMesh = SkinnedMesh;
  31273. exports.SmoothShading = SmoothShading;
  31274. exports.Sphere = Sphere;
  31275. exports.SphereBufferGeometry = SphereBufferGeometry;
  31276. exports.SphereGeometry = SphereGeometry;
  31277. exports.Spherical = Spherical;
  31278. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31279. exports.Spline = Spline;
  31280. exports.SplineCurve = SplineCurve;
  31281. exports.SplineCurve3 = SplineCurve3;
  31282. exports.SpotLight = SpotLight;
  31283. exports.SpotLightHelper = SpotLightHelper;
  31284. exports.SpotLightShadow = SpotLightShadow;
  31285. exports.Sprite = Sprite;
  31286. exports.SpriteMaterial = SpriteMaterial;
  31287. exports.SrcAlphaFactor = SrcAlphaFactor;
  31288. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31289. exports.SrcColorFactor = SrcColorFactor;
  31290. exports.StaticCopyUsage = StaticCopyUsage;
  31291. exports.StaticDrawUsage = StaticDrawUsage;
  31292. exports.StaticReadUsage = StaticReadUsage;
  31293. exports.StereoCamera = StereoCamera;
  31294. exports.StreamCopyUsage = StreamCopyUsage;
  31295. exports.StreamDrawUsage = StreamDrawUsage;
  31296. exports.StreamReadUsage = StreamReadUsage;
  31297. exports.StringKeyframeTrack = StringKeyframeTrack;
  31298. exports.SubtractEquation = SubtractEquation;
  31299. exports.SubtractiveBlending = SubtractiveBlending;
  31300. exports.TOUCH = TOUCH;
  31301. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31302. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31303. exports.TetrahedronGeometry = TetrahedronGeometry;
  31304. exports.TextBufferGeometry = TextBufferGeometry;
  31305. exports.TextGeometry = TextGeometry;
  31306. exports.Texture = Texture;
  31307. exports.TextureLoader = TextureLoader;
  31308. exports.TorusBufferGeometry = TorusBufferGeometry;
  31309. exports.TorusGeometry = TorusGeometry;
  31310. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31311. exports.TorusKnotGeometry = TorusKnotGeometry;
  31312. exports.Triangle = Triangle;
  31313. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31314. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31315. exports.TrianglesDrawMode = TrianglesDrawMode;
  31316. exports.TubeBufferGeometry = TubeBufferGeometry;
  31317. exports.TubeGeometry = TubeGeometry;
  31318. exports.UVMapping = UVMapping;
  31319. exports.Uint16Attribute = Uint16Attribute;
  31320. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31321. exports.Uint32Attribute = Uint32Attribute;
  31322. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31323. exports.Uint8Attribute = Uint8Attribute;
  31324. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31325. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31326. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31327. exports.Uniform = Uniform;
  31328. exports.UniformsLib = UniformsLib;
  31329. exports.UniformsUtils = UniformsUtils;
  31330. exports.UnsignedByteType = UnsignedByteType;
  31331. exports.UnsignedInt248Type = UnsignedInt248Type;
  31332. exports.UnsignedIntType = UnsignedIntType;
  31333. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31334. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31335. exports.UnsignedShort565Type = UnsignedShort565Type;
  31336. exports.UnsignedShortType = UnsignedShortType;
  31337. exports.VSMShadowMap = VSMShadowMap;
  31338. exports.Vector2 = Vector2;
  31339. exports.Vector3 = Vector3;
  31340. exports.Vector4 = Vector4;
  31341. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31342. exports.Vertex = Vertex;
  31343. exports.VertexColors = VertexColors;
  31344. exports.VideoTexture = VideoTexture;
  31345. exports.WebGL1Renderer = WebGL1Renderer;
  31346. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31347. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31348. exports.WebGLRenderTarget = WebGLRenderTarget;
  31349. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31350. exports.WebGLRenderer = WebGLRenderer;
  31351. exports.WebGLUtils = WebGLUtils;
  31352. exports.WireframeGeometry = WireframeGeometry;
  31353. exports.WireframeHelper = WireframeHelper;
  31354. exports.WrapAroundEnding = WrapAroundEnding;
  31355. exports.XHRLoader = XHRLoader;
  31356. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31357. exports.ZeroFactor = ZeroFactor;
  31358. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31359. exports.ZeroStencilOp = ZeroStencilOp;
  31360. exports.sRGBEncoding = sRGBEncoding;
  31361. Object.defineProperty(exports, '__esModule', { value: true });
  31362. })));
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