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 = '118dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var RGBA_BPTC_Format = 36492;
  184. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  185. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  186. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  187. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  188. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  189. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  190. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  191. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  192. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  193. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  194. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  195. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  196. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  197. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  198. var LoopOnce = 2200;
  199. var LoopRepeat = 2201;
  200. var LoopPingPong = 2202;
  201. var InterpolateDiscrete = 2300;
  202. var InterpolateLinear = 2301;
  203. var InterpolateSmooth = 2302;
  204. var ZeroCurvatureEnding = 2400;
  205. var ZeroSlopeEnding = 2401;
  206. var WrapAroundEnding = 2402;
  207. var NormalAnimationBlendMode = 2500;
  208. var AdditiveAnimationBlendMode = 2501;
  209. var TrianglesDrawMode = 0;
  210. var TriangleStripDrawMode = 1;
  211. var TriangleFanDrawMode = 2;
  212. var LinearEncoding = 3000;
  213. var sRGBEncoding = 3001;
  214. var GammaEncoding = 3007;
  215. var RGBEEncoding = 3002;
  216. var LogLuvEncoding = 3003;
  217. var RGBM7Encoding = 3004;
  218. var RGBM16Encoding = 3005;
  219. var RGBDEncoding = 3006;
  220. var BasicDepthPacking = 3200;
  221. var RGBADepthPacking = 3201;
  222. var TangentSpaceNormalMap = 0;
  223. var ObjectSpaceNormalMap = 1;
  224. var ZeroStencilOp = 0;
  225. var KeepStencilOp = 7680;
  226. var ReplaceStencilOp = 7681;
  227. var IncrementStencilOp = 7682;
  228. var DecrementStencilOp = 7683;
  229. var IncrementWrapStencilOp = 34055;
  230. var DecrementWrapStencilOp = 34056;
  231. var InvertStencilOp = 5386;
  232. var NeverStencilFunc = 512;
  233. var LessStencilFunc = 513;
  234. var EqualStencilFunc = 514;
  235. var LessEqualStencilFunc = 515;
  236. var GreaterStencilFunc = 516;
  237. var NotEqualStencilFunc = 517;
  238. var GreaterEqualStencilFunc = 518;
  239. var AlwaysStencilFunc = 519;
  240. var StaticDrawUsage = 35044;
  241. var DynamicDrawUsage = 35048;
  242. var StreamDrawUsage = 35040;
  243. var StaticReadUsage = 35045;
  244. var DynamicReadUsage = 35049;
  245. var StreamReadUsage = 35041;
  246. var StaticCopyUsage = 35046;
  247. var DynamicCopyUsage = 35050;
  248. var StreamCopyUsage = 35042;
  249. /**
  250. * https://github.com/mrdoob/eventdispatcher.js/
  251. */
  252. function EventDispatcher() {}
  253. Object.assign( EventDispatcher.prototype, {
  254. addEventListener: function ( type, listener ) {
  255. if ( this._listeners === undefined ) { this._listeners = {}; }
  256. var listeners = this._listeners;
  257. if ( listeners[ type ] === undefined ) {
  258. listeners[ type ] = [];
  259. }
  260. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  261. listeners[ type ].push( listener );
  262. }
  263. },
  264. hasEventListener: function ( type, listener ) {
  265. if ( this._listeners === undefined ) { return false; }
  266. var listeners = this._listeners;
  267. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  268. },
  269. removeEventListener: function ( type, listener ) {
  270. if ( this._listeners === undefined ) { return; }
  271. var listeners = this._listeners;
  272. var listenerArray = listeners[ type ];
  273. if ( listenerArray !== undefined ) {
  274. var index = listenerArray.indexOf( listener );
  275. if ( index !== - 1 ) {
  276. listenerArray.splice( index, 1 );
  277. }
  278. }
  279. },
  280. dispatchEvent: function ( event ) {
  281. if ( this._listeners === undefined ) { return; }
  282. var listeners = this._listeners;
  283. var listenerArray = listeners[ event.type ];
  284. if ( listenerArray !== undefined ) {
  285. event.target = this;
  286. // Make a copy, in case listeners are removed while iterating.
  287. var array = listenerArray.slice( 0 );
  288. for ( var i = 0, l = array.length; i < l; i ++ ) {
  289. array[ i ].call( this, event );
  290. }
  291. }
  292. }
  293. } );
  294. /**
  295. * @author alteredq / http://alteredqualia.com/
  296. * @author mrdoob / http://mrdoob.com/
  297. * @author WestLangley / http://github.com/WestLangley
  298. * @author thezwap
  299. */
  300. var _lut = [];
  301. for ( var i = 0; i < 256; i ++ ) {
  302. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  303. }
  304. var MathUtils = {
  305. DEG2RAD: Math.PI / 180,
  306. RAD2DEG: 180 / Math.PI,
  307. generateUUID: function () {
  308. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  309. var d0 = Math.random() * 0xffffffff | 0;
  310. var d1 = Math.random() * 0xffffffff | 0;
  311. var d2 = Math.random() * 0xffffffff | 0;
  312. var d3 = Math.random() * 0xffffffff | 0;
  313. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  314. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  315. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  316. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  317. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  318. return uuid.toUpperCase();
  319. },
  320. clamp: function ( value, min, max ) {
  321. return Math.max( min, Math.min( max, value ) );
  322. },
  323. // compute euclidian modulo of m % n
  324. // https://en.wikipedia.org/wiki/Modulo_operation
  325. euclideanModulo: function ( n, m ) {
  326. return ( ( n % m ) + m ) % m;
  327. },
  328. // Linear mapping from range <a1, a2> to range <b1, b2>
  329. mapLinear: function ( x, a1, a2, b1, b2 ) {
  330. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  331. },
  332. // https://en.wikipedia.org/wiki/Linear_interpolation
  333. lerp: function ( x, y, t ) {
  334. return ( 1 - t ) * x + t * y;
  335. },
  336. // http://en.wikipedia.org/wiki/Smoothstep
  337. smoothstep: function ( x, min, max ) {
  338. if ( x <= min ) { return 0; }
  339. if ( x >= max ) { return 1; }
  340. x = ( x - min ) / ( max - min );
  341. return x * x * ( 3 - 2 * x );
  342. },
  343. smootherstep: function ( x, min, max ) {
  344. if ( x <= min ) { return 0; }
  345. if ( x >= max ) { return 1; }
  346. x = ( x - min ) / ( max - min );
  347. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  348. },
  349. // Random integer from <low, high> interval
  350. randInt: function ( low, high ) {
  351. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  352. },
  353. // Random float from <low, high> interval
  354. randFloat: function ( low, high ) {
  355. return low + Math.random() * ( high - low );
  356. },
  357. // Random float from <-range/2, range/2> interval
  358. randFloatSpread: function ( range ) {
  359. return range * ( 0.5 - Math.random() );
  360. },
  361. degToRad: function ( degrees ) {
  362. return degrees * MathUtils.DEG2RAD;
  363. },
  364. radToDeg: function ( radians ) {
  365. return radians * MathUtils.RAD2DEG;
  366. },
  367. isPowerOfTwo: function ( value ) {
  368. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  369. },
  370. ceilPowerOfTwo: function ( value ) {
  371. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  372. },
  373. floorPowerOfTwo: function ( value ) {
  374. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  375. },
  376. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  377. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  378. // rotations are applied to the axes in the order specified by 'order'
  379. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  380. // angles are in radians
  381. var cos = Math.cos;
  382. var sin = Math.sin;
  383. var c2 = cos( b / 2 );
  384. var s2 = sin( b / 2 );
  385. var c13 = cos( ( a + c ) / 2 );
  386. var s13 = sin( ( a + c ) / 2 );
  387. var c1_3 = cos( ( a - c ) / 2 );
  388. var s1_3 = sin( ( a - c ) / 2 );
  389. var c3_1 = cos( ( c - a ) / 2 );
  390. var s3_1 = sin( ( c - a ) / 2 );
  391. switch ( order ) {
  392. case 'XYX':
  393. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  394. break;
  395. case 'YZY':
  396. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  397. break;
  398. case 'ZXZ':
  399. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  400. break;
  401. case 'XZX':
  402. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  403. break;
  404. case 'YXY':
  405. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  406. break;
  407. case 'ZYZ':
  408. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  409. break;
  410. default:
  411. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  412. }
  413. }
  414. };
  415. /**
  416. * @author mrdoob / http://mrdoob.com/
  417. * @author philogb / http://blog.thejit.org/
  418. * @author egraether / http://egraether.com/
  419. * @author zz85 / http://www.lab4games.net/zz85/blog
  420. */
  421. function Vector2( x, y ) {
  422. this.x = x || 0;
  423. this.y = y || 0;
  424. }
  425. Object.defineProperties( Vector2.prototype, {
  426. "width": {
  427. get: function () {
  428. return this.x;
  429. },
  430. set: function ( value ) {
  431. this.x = value;
  432. }
  433. },
  434. "height": {
  435. get: function () {
  436. return this.y;
  437. },
  438. set: function ( value ) {
  439. this.y = value;
  440. }
  441. }
  442. } );
  443. Object.assign( Vector2.prototype, {
  444. isVector2: true,
  445. set: function ( x, y ) {
  446. this.x = x;
  447. this.y = y;
  448. return this;
  449. },
  450. setScalar: function ( scalar ) {
  451. this.x = scalar;
  452. this.y = scalar;
  453. return this;
  454. },
  455. setX: function ( x ) {
  456. this.x = x;
  457. return this;
  458. },
  459. setY: function ( y ) {
  460. this.y = y;
  461. return this;
  462. },
  463. setComponent: function ( index, value ) {
  464. switch ( index ) {
  465. case 0: this.x = value; break;
  466. case 1: this.y = value; break;
  467. default: throw new Error( 'index is out of range: ' + index );
  468. }
  469. return this;
  470. },
  471. getComponent: function ( index ) {
  472. switch ( index ) {
  473. case 0: return this.x;
  474. case 1: return this.y;
  475. default: throw new Error( 'index is out of range: ' + index );
  476. }
  477. },
  478. clone: function () {
  479. return new this.constructor( this.x, this.y );
  480. },
  481. copy: function ( v ) {
  482. this.x = v.x;
  483. this.y = v.y;
  484. return this;
  485. },
  486. add: function ( v, w ) {
  487. if ( w !== undefined ) {
  488. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  489. return this.addVectors( v, w );
  490. }
  491. this.x += v.x;
  492. this.y += v.y;
  493. return this;
  494. },
  495. addScalar: function ( s ) {
  496. this.x += s;
  497. this.y += s;
  498. return this;
  499. },
  500. addVectors: function ( a, b ) {
  501. this.x = a.x + b.x;
  502. this.y = a.y + b.y;
  503. return this;
  504. },
  505. addScaledVector: function ( v, s ) {
  506. this.x += v.x * s;
  507. this.y += v.y * s;
  508. return this;
  509. },
  510. sub: function ( v, w ) {
  511. if ( w !== undefined ) {
  512. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  513. return this.subVectors( v, w );
  514. }
  515. this.x -= v.x;
  516. this.y -= v.y;
  517. return this;
  518. },
  519. subScalar: function ( s ) {
  520. this.x -= s;
  521. this.y -= s;
  522. return this;
  523. },
  524. subVectors: function ( a, b ) {
  525. this.x = a.x - b.x;
  526. this.y = a.y - b.y;
  527. return this;
  528. },
  529. multiply: function ( v ) {
  530. this.x *= v.x;
  531. this.y *= v.y;
  532. return this;
  533. },
  534. multiplyScalar: function ( scalar ) {
  535. this.x *= scalar;
  536. this.y *= scalar;
  537. return this;
  538. },
  539. divide: function ( v ) {
  540. this.x /= v.x;
  541. this.y /= v.y;
  542. return this;
  543. },
  544. divideScalar: function ( scalar ) {
  545. return this.multiplyScalar( 1 / scalar );
  546. },
  547. applyMatrix3: function ( m ) {
  548. var x = this.x, y = this.y;
  549. var e = m.elements;
  550. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  551. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  552. return this;
  553. },
  554. min: function ( v ) {
  555. this.x = Math.min( this.x, v.x );
  556. this.y = Math.min( this.y, v.y );
  557. return this;
  558. },
  559. max: function ( v ) {
  560. this.x = Math.max( this.x, v.x );
  561. this.y = Math.max( this.y, v.y );
  562. return this;
  563. },
  564. clamp: function ( min, max ) {
  565. // assumes min < max, componentwise
  566. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  567. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  568. return this;
  569. },
  570. clampScalar: function ( minVal, maxVal ) {
  571. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  572. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  573. return this;
  574. },
  575. clampLength: function ( min, max ) {
  576. var length = this.length();
  577. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  578. },
  579. floor: function () {
  580. this.x = Math.floor( this.x );
  581. this.y = Math.floor( this.y );
  582. return this;
  583. },
  584. ceil: function () {
  585. this.x = Math.ceil( this.x );
  586. this.y = Math.ceil( this.y );
  587. return this;
  588. },
  589. round: function () {
  590. this.x = Math.round( this.x );
  591. this.y = Math.round( this.y );
  592. return this;
  593. },
  594. roundToZero: function () {
  595. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  596. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  597. return this;
  598. },
  599. negate: function () {
  600. this.x = - this.x;
  601. this.y = - this.y;
  602. return this;
  603. },
  604. dot: function ( v ) {
  605. return this.x * v.x + this.y * v.y;
  606. },
  607. cross: function ( v ) {
  608. return this.x * v.y - this.y * v.x;
  609. },
  610. lengthSq: function () {
  611. return this.x * this.x + this.y * this.y;
  612. },
  613. length: function () {
  614. return Math.sqrt( this.x * this.x + this.y * this.y );
  615. },
  616. manhattanLength: function () {
  617. return Math.abs( this.x ) + Math.abs( this.y );
  618. },
  619. normalize: function () {
  620. return this.divideScalar( this.length() || 1 );
  621. },
  622. angle: function () {
  623. // computes the angle in radians with respect to the positive x-axis
  624. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  625. return angle;
  626. },
  627. distanceTo: function ( v ) {
  628. return Math.sqrt( this.distanceToSquared( v ) );
  629. },
  630. distanceToSquared: function ( v ) {
  631. var dx = this.x - v.x, dy = this.y - v.y;
  632. return dx * dx + dy * dy;
  633. },
  634. manhattanDistanceTo: function ( v ) {
  635. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  636. },
  637. setLength: function ( length ) {
  638. return this.normalize().multiplyScalar( length );
  639. },
  640. lerp: function ( v, alpha ) {
  641. this.x += ( v.x - this.x ) * alpha;
  642. this.y += ( v.y - this.y ) * alpha;
  643. return this;
  644. },
  645. lerpVectors: function ( v1, v2, alpha ) {
  646. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  647. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  648. return this;
  649. },
  650. equals: function ( v ) {
  651. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  652. },
  653. fromArray: function ( array, offset ) {
  654. if ( offset === undefined ) { offset = 0; }
  655. this.x = array[ offset ];
  656. this.y = array[ offset + 1 ];
  657. return this;
  658. },
  659. toArray: function ( array, offset ) {
  660. if ( array === undefined ) { array = []; }
  661. if ( offset === undefined ) { offset = 0; }
  662. array[ offset ] = this.x;
  663. array[ offset + 1 ] = this.y;
  664. return array;
  665. },
  666. fromBufferAttribute: function ( attribute, index, offset ) {
  667. if ( offset !== undefined ) {
  668. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  669. }
  670. this.x = attribute.getX( index );
  671. this.y = attribute.getY( index );
  672. return this;
  673. },
  674. rotateAround: function ( center, angle ) {
  675. var c = Math.cos( angle ), s = Math.sin( angle );
  676. var x = this.x - center.x;
  677. var y = this.y - center.y;
  678. this.x = x * c - y * s + center.x;
  679. this.y = x * s + y * c + center.y;
  680. return this;
  681. },
  682. random: function () {
  683. this.x = Math.random();
  684. this.y = Math.random();
  685. return this;
  686. }
  687. } );
  688. /**
  689. * @author alteredq / http://alteredqualia.com/
  690. * @author WestLangley / http://github.com/WestLangley
  691. * @author bhouston / http://clara.io
  692. * @author tschw
  693. */
  694. function Matrix3() {
  695. this.elements = [
  696. 1, 0, 0,
  697. 0, 1, 0,
  698. 0, 0, 1
  699. ];
  700. if ( arguments.length > 0 ) {
  701. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  702. }
  703. }
  704. Object.assign( Matrix3.prototype, {
  705. isMatrix3: true,
  706. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  707. var te = this.elements;
  708. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  709. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  710. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  711. return this;
  712. },
  713. identity: function () {
  714. this.set(
  715. 1, 0, 0,
  716. 0, 1, 0,
  717. 0, 0, 1
  718. );
  719. return this;
  720. },
  721. clone: function () {
  722. return new this.constructor().fromArray( this.elements );
  723. },
  724. copy: function ( m ) {
  725. var te = this.elements;
  726. var me = m.elements;
  727. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  728. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  729. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  730. return this;
  731. },
  732. extractBasis: function ( xAxis, yAxis, zAxis ) {
  733. xAxis.setFromMatrix3Column( this, 0 );
  734. yAxis.setFromMatrix3Column( this, 1 );
  735. zAxis.setFromMatrix3Column( this, 2 );
  736. return this;
  737. },
  738. setFromMatrix4: function ( m ) {
  739. var me = m.elements;
  740. this.set(
  741. me[ 0 ], me[ 4 ], me[ 8 ],
  742. me[ 1 ], me[ 5 ], me[ 9 ],
  743. me[ 2 ], me[ 6 ], me[ 10 ]
  744. );
  745. return this;
  746. },
  747. multiply: function ( m ) {
  748. return this.multiplyMatrices( this, m );
  749. },
  750. premultiply: function ( m ) {
  751. return this.multiplyMatrices( m, this );
  752. },
  753. multiplyMatrices: function ( a, b ) {
  754. var ae = a.elements;
  755. var be = b.elements;
  756. var te = this.elements;
  757. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  758. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  759. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  760. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  761. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  762. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  763. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  764. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  765. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  766. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  767. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  768. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  769. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  770. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  771. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  772. return this;
  773. },
  774. multiplyScalar: function ( s ) {
  775. var te = this.elements;
  776. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  777. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  778. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  779. return this;
  780. },
  781. determinant: function () {
  782. var te = this.elements;
  783. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  784. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  785. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  786. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  787. },
  788. getInverse: function ( matrix, throwOnDegenerate ) {
  789. if ( throwOnDegenerate !== undefined ) {
  790. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  791. }
  792. var me = matrix.elements,
  793. te = this.elements,
  794. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  795. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  796. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  797. t11 = n33 * n22 - n32 * n23,
  798. t12 = n32 * n13 - n33 * n12,
  799. t13 = n23 * n12 - n22 * n13,
  800. det = n11 * t11 + n21 * t12 + n31 * t13;
  801. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  802. var detInv = 1 / det;
  803. te[ 0 ] = t11 * detInv;
  804. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  805. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  806. te[ 3 ] = t12 * detInv;
  807. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  808. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  809. te[ 6 ] = t13 * detInv;
  810. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  811. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  812. return this;
  813. },
  814. transpose: function () {
  815. var tmp;
  816. var m = this.elements;
  817. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  818. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  819. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  820. return this;
  821. },
  822. getNormalMatrix: function ( matrix4 ) {
  823. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  824. },
  825. transposeIntoArray: function ( r ) {
  826. var m = this.elements;
  827. r[ 0 ] = m[ 0 ];
  828. r[ 1 ] = m[ 3 ];
  829. r[ 2 ] = m[ 6 ];
  830. r[ 3 ] = m[ 1 ];
  831. r[ 4 ] = m[ 4 ];
  832. r[ 5 ] = m[ 7 ];
  833. r[ 6 ] = m[ 2 ];
  834. r[ 7 ] = m[ 5 ];
  835. r[ 8 ] = m[ 8 ];
  836. return this;
  837. },
  838. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  839. var c = Math.cos( rotation );
  840. var s = Math.sin( rotation );
  841. this.set(
  842. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  843. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  844. 0, 0, 1
  845. );
  846. },
  847. scale: function ( sx, sy ) {
  848. var te = this.elements;
  849. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  850. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  851. return this;
  852. },
  853. rotate: function ( theta ) {
  854. var c = Math.cos( theta );
  855. var s = Math.sin( theta );
  856. var te = this.elements;
  857. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  858. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  859. te[ 0 ] = c * a11 + s * a21;
  860. te[ 3 ] = c * a12 + s * a22;
  861. te[ 6 ] = c * a13 + s * a23;
  862. te[ 1 ] = - s * a11 + c * a21;
  863. te[ 4 ] = - s * a12 + c * a22;
  864. te[ 7 ] = - s * a13 + c * a23;
  865. return this;
  866. },
  867. translate: function ( tx, ty ) {
  868. var te = this.elements;
  869. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  870. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  871. return this;
  872. },
  873. equals: function ( matrix ) {
  874. var te = this.elements;
  875. var me = matrix.elements;
  876. for ( var i = 0; i < 9; i ++ ) {
  877. if ( te[ i ] !== me[ i ] ) { return false; }
  878. }
  879. return true;
  880. },
  881. fromArray: function ( array, offset ) {
  882. if ( offset === undefined ) { offset = 0; }
  883. for ( var i = 0; i < 9; i ++ ) {
  884. this.elements[ i ] = array[ i + offset ];
  885. }
  886. return this;
  887. },
  888. toArray: function ( array, offset ) {
  889. if ( array === undefined ) { array = []; }
  890. if ( offset === undefined ) { offset = 0; }
  891. var te = this.elements;
  892. array[ offset ] = te[ 0 ];
  893. array[ offset + 1 ] = te[ 1 ];
  894. array[ offset + 2 ] = te[ 2 ];
  895. array[ offset + 3 ] = te[ 3 ];
  896. array[ offset + 4 ] = te[ 4 ];
  897. array[ offset + 5 ] = te[ 5 ];
  898. array[ offset + 6 ] = te[ 6 ];
  899. array[ offset + 7 ] = te[ 7 ];
  900. array[ offset + 8 ] = te[ 8 ];
  901. return array;
  902. }
  903. } );
  904. /**
  905. * @author mrdoob / http://mrdoob.com/
  906. * @author alteredq / http://alteredqualia.com/
  907. * @author szimek / https://github.com/szimek/
  908. */
  909. var _canvas;
  910. var ImageUtils = {
  911. getDataURL: function ( image ) {
  912. var canvas;
  913. if ( typeof HTMLCanvasElement == 'undefined' ) {
  914. return image.src;
  915. } else if ( image instanceof HTMLCanvasElement ) {
  916. canvas = image;
  917. } else {
  918. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  919. _canvas.width = image.width;
  920. _canvas.height = image.height;
  921. var context = _canvas.getContext( '2d' );
  922. if ( image instanceof ImageData ) {
  923. context.putImageData( image, 0, 0 );
  924. } else {
  925. context.drawImage( image, 0, 0, image.width, image.height );
  926. }
  927. canvas = _canvas;
  928. }
  929. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  930. return canvas.toDataURL( 'image/jpeg', 0.6 );
  931. } else {
  932. return canvas.toDataURL( 'image/png' );
  933. }
  934. }
  935. };
  936. /**
  937. * @author mrdoob / http://mrdoob.com/
  938. * @author alteredq / http://alteredqualia.com/
  939. * @author szimek / https://github.com/szimek/
  940. */
  941. var textureId = 0;
  942. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  943. Object.defineProperty( this, 'id', { value: textureId ++ } );
  944. this.uuid = MathUtils.generateUUID();
  945. this.name = '';
  946. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  947. this.mipmaps = [];
  948. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  949. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  950. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  951. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  952. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  953. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  954. this.format = format !== undefined ? format : RGBAFormat;
  955. this.internalFormat = null;
  956. this.type = type !== undefined ? type : UnsignedByteType;
  957. this.offset = new Vector2( 0, 0 );
  958. this.repeat = new Vector2( 1, 1 );
  959. this.center = new Vector2( 0, 0 );
  960. this.rotation = 0;
  961. this.matrixAutoUpdate = true;
  962. this.matrix = new Matrix3();
  963. this.generateMipmaps = true;
  964. this.premultiplyAlpha = false;
  965. this.flipY = true;
  966. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  967. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  968. //
  969. // Also changing the encoding after already used by a Material will not automatically make the Material
  970. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  971. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  972. this.version = 0;
  973. this.onUpdate = null;
  974. }
  975. Texture.DEFAULT_IMAGE = undefined;
  976. Texture.DEFAULT_MAPPING = UVMapping;
  977. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  978. constructor: Texture,
  979. isTexture: true,
  980. updateMatrix: function () {
  981. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  982. },
  983. clone: function () {
  984. return new this.constructor().copy( this );
  985. },
  986. copy: function ( source ) {
  987. this.name = source.name;
  988. this.image = source.image;
  989. this.mipmaps = source.mipmaps.slice( 0 );
  990. this.mapping = source.mapping;
  991. this.wrapS = source.wrapS;
  992. this.wrapT = source.wrapT;
  993. this.magFilter = source.magFilter;
  994. this.minFilter = source.minFilter;
  995. this.anisotropy = source.anisotropy;
  996. this.format = source.format;
  997. this.internalFormat = source.internalFormat;
  998. this.type = source.type;
  999. this.offset.copy( source.offset );
  1000. this.repeat.copy( source.repeat );
  1001. this.center.copy( source.center );
  1002. this.rotation = source.rotation;
  1003. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1004. this.matrix.copy( source.matrix );
  1005. this.generateMipmaps = source.generateMipmaps;
  1006. this.premultiplyAlpha = source.premultiplyAlpha;
  1007. this.flipY = source.flipY;
  1008. this.unpackAlignment = source.unpackAlignment;
  1009. this.encoding = source.encoding;
  1010. return this;
  1011. },
  1012. toJSON: function ( meta ) {
  1013. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1014. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1015. return meta.textures[ this.uuid ];
  1016. }
  1017. var output = {
  1018. metadata: {
  1019. version: 4.5,
  1020. type: 'Texture',
  1021. generator: 'Texture.toJSON'
  1022. },
  1023. uuid: this.uuid,
  1024. name: this.name,
  1025. mapping: this.mapping,
  1026. repeat: [ this.repeat.x, this.repeat.y ],
  1027. offset: [ this.offset.x, this.offset.y ],
  1028. center: [ this.center.x, this.center.y ],
  1029. rotation: this.rotation,
  1030. wrap: [ this.wrapS, this.wrapT ],
  1031. format: this.format,
  1032. type: this.type,
  1033. encoding: this.encoding,
  1034. minFilter: this.minFilter,
  1035. magFilter: this.magFilter,
  1036. anisotropy: this.anisotropy,
  1037. flipY: this.flipY,
  1038. premultiplyAlpha: this.premultiplyAlpha,
  1039. unpackAlignment: this.unpackAlignment
  1040. };
  1041. if ( this.image !== undefined ) {
  1042. // TODO: Move to THREE.Image
  1043. var image = this.image;
  1044. if ( image.uuid === undefined ) {
  1045. image.uuid = MathUtils.generateUUID(); // UGH
  1046. }
  1047. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1048. var url;
  1049. if ( Array.isArray( image ) ) {
  1050. // process array of images e.g. CubeTexture
  1051. url = [];
  1052. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1053. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1054. }
  1055. } else {
  1056. // process single image
  1057. url = ImageUtils.getDataURL( image );
  1058. }
  1059. meta.images[ image.uuid ] = {
  1060. uuid: image.uuid,
  1061. url: url
  1062. };
  1063. }
  1064. output.image = image.uuid;
  1065. }
  1066. if ( ! isRootObject ) {
  1067. meta.textures[ this.uuid ] = output;
  1068. }
  1069. return output;
  1070. },
  1071. dispose: function () {
  1072. this.dispatchEvent( { type: 'dispose' } );
  1073. },
  1074. transformUv: function ( uv ) {
  1075. if ( this.mapping !== UVMapping ) { return uv; }
  1076. uv.applyMatrix3( this.matrix );
  1077. if ( uv.x < 0 || uv.x > 1 ) {
  1078. switch ( this.wrapS ) {
  1079. case RepeatWrapping:
  1080. uv.x = uv.x - Math.floor( uv.x );
  1081. break;
  1082. case ClampToEdgeWrapping:
  1083. uv.x = uv.x < 0 ? 0 : 1;
  1084. break;
  1085. case MirroredRepeatWrapping:
  1086. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1087. uv.x = Math.ceil( uv.x ) - uv.x;
  1088. } else {
  1089. uv.x = uv.x - Math.floor( uv.x );
  1090. }
  1091. break;
  1092. }
  1093. }
  1094. if ( uv.y < 0 || uv.y > 1 ) {
  1095. switch ( this.wrapT ) {
  1096. case RepeatWrapping:
  1097. uv.y = uv.y - Math.floor( uv.y );
  1098. break;
  1099. case ClampToEdgeWrapping:
  1100. uv.y = uv.y < 0 ? 0 : 1;
  1101. break;
  1102. case MirroredRepeatWrapping:
  1103. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1104. uv.y = Math.ceil( uv.y ) - uv.y;
  1105. } else {
  1106. uv.y = uv.y - Math.floor( uv.y );
  1107. }
  1108. break;
  1109. }
  1110. }
  1111. if ( this.flipY ) {
  1112. uv.y = 1 - uv.y;
  1113. }
  1114. return uv;
  1115. }
  1116. } );
  1117. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1118. set: function ( value ) {
  1119. if ( value === true ) { this.version ++; }
  1120. }
  1121. } );
  1122. /**
  1123. * @author supereggbert / http://www.paulbrunt.co.uk/
  1124. * @author philogb / http://blog.thejit.org/
  1125. * @author mikael emtinger / http://gomo.se/
  1126. * @author egraether / http://egraether.com/
  1127. * @author WestLangley / http://github.com/WestLangley
  1128. */
  1129. function Vector4( x, y, z, w ) {
  1130. this.x = x || 0;
  1131. this.y = y || 0;
  1132. this.z = z || 0;
  1133. this.w = ( w !== undefined ) ? w : 1;
  1134. }
  1135. Object.defineProperties( Vector4.prototype, {
  1136. "width": {
  1137. get: function () {
  1138. return this.z;
  1139. },
  1140. set: function ( value ) {
  1141. this.z = value;
  1142. }
  1143. },
  1144. "height": {
  1145. get: function () {
  1146. return this.w;
  1147. },
  1148. set: function ( value ) {
  1149. this.w = value;
  1150. }
  1151. }
  1152. } );
  1153. Object.assign( Vector4.prototype, {
  1154. isVector4: true,
  1155. set: function ( x, y, z, w ) {
  1156. this.x = x;
  1157. this.y = y;
  1158. this.z = z;
  1159. this.w = w;
  1160. return this;
  1161. },
  1162. setScalar: function ( scalar ) {
  1163. this.x = scalar;
  1164. this.y = scalar;
  1165. this.z = scalar;
  1166. this.w = scalar;
  1167. return this;
  1168. },
  1169. setX: function ( x ) {
  1170. this.x = x;
  1171. return this;
  1172. },
  1173. setY: function ( y ) {
  1174. this.y = y;
  1175. return this;
  1176. },
  1177. setZ: function ( z ) {
  1178. this.z = z;
  1179. return this;
  1180. },
  1181. setW: function ( w ) {
  1182. this.w = w;
  1183. return this;
  1184. },
  1185. setComponent: function ( index, value ) {
  1186. switch ( index ) {
  1187. case 0: this.x = value; break;
  1188. case 1: this.y = value; break;
  1189. case 2: this.z = value; break;
  1190. case 3: this.w = value; break;
  1191. default: throw new Error( 'index is out of range: ' + index );
  1192. }
  1193. return this;
  1194. },
  1195. getComponent: function ( index ) {
  1196. switch ( index ) {
  1197. case 0: return this.x;
  1198. case 1: return this.y;
  1199. case 2: return this.z;
  1200. case 3: return this.w;
  1201. default: throw new Error( 'index is out of range: ' + index );
  1202. }
  1203. },
  1204. clone: function () {
  1205. return new this.constructor( this.x, this.y, this.z, this.w );
  1206. },
  1207. copy: function ( v ) {
  1208. this.x = v.x;
  1209. this.y = v.y;
  1210. this.z = v.z;
  1211. this.w = ( v.w !== undefined ) ? v.w : 1;
  1212. return this;
  1213. },
  1214. add: function ( v, w ) {
  1215. if ( w !== undefined ) {
  1216. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1217. return this.addVectors( v, w );
  1218. }
  1219. this.x += v.x;
  1220. this.y += v.y;
  1221. this.z += v.z;
  1222. this.w += v.w;
  1223. return this;
  1224. },
  1225. addScalar: function ( s ) {
  1226. this.x += s;
  1227. this.y += s;
  1228. this.z += s;
  1229. this.w += s;
  1230. return this;
  1231. },
  1232. addVectors: function ( a, b ) {
  1233. this.x = a.x + b.x;
  1234. this.y = a.y + b.y;
  1235. this.z = a.z + b.z;
  1236. this.w = a.w + b.w;
  1237. return this;
  1238. },
  1239. addScaledVector: function ( v, s ) {
  1240. this.x += v.x * s;
  1241. this.y += v.y * s;
  1242. this.z += v.z * s;
  1243. this.w += v.w * s;
  1244. return this;
  1245. },
  1246. sub: function ( v, w ) {
  1247. if ( w !== undefined ) {
  1248. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1249. return this.subVectors( v, w );
  1250. }
  1251. this.x -= v.x;
  1252. this.y -= v.y;
  1253. this.z -= v.z;
  1254. this.w -= v.w;
  1255. return this;
  1256. },
  1257. subScalar: function ( s ) {
  1258. this.x -= s;
  1259. this.y -= s;
  1260. this.z -= s;
  1261. this.w -= s;
  1262. return this;
  1263. },
  1264. subVectors: function ( a, b ) {
  1265. this.x = a.x - b.x;
  1266. this.y = a.y - b.y;
  1267. this.z = a.z - b.z;
  1268. this.w = a.w - b.w;
  1269. return this;
  1270. },
  1271. multiplyScalar: function ( scalar ) {
  1272. this.x *= scalar;
  1273. this.y *= scalar;
  1274. this.z *= scalar;
  1275. this.w *= scalar;
  1276. return this;
  1277. },
  1278. applyMatrix4: function ( m ) {
  1279. var x = this.x, y = this.y, z = this.z, w = this.w;
  1280. var e = m.elements;
  1281. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1282. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1283. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1284. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1285. return this;
  1286. },
  1287. divideScalar: function ( scalar ) {
  1288. return this.multiplyScalar( 1 / scalar );
  1289. },
  1290. setAxisAngleFromQuaternion: function ( q ) {
  1291. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1292. // q is assumed to be normalized
  1293. this.w = 2 * Math.acos( q.w );
  1294. var s = Math.sqrt( 1 - q.w * q.w );
  1295. if ( s < 0.0001 ) {
  1296. this.x = 1;
  1297. this.y = 0;
  1298. this.z = 0;
  1299. } else {
  1300. this.x = q.x / s;
  1301. this.y = q.y / s;
  1302. this.z = q.z / s;
  1303. }
  1304. return this;
  1305. },
  1306. setAxisAngleFromRotationMatrix: function ( m ) {
  1307. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1308. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1309. var angle, x, y, z; // variables for result
  1310. var epsilon = 0.01, // margin to allow for rounding errors
  1311. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1312. te = m.elements,
  1313. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1314. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1315. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1316. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1317. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1318. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1319. // singularity found
  1320. // first check for identity matrix which must have +1 for all terms
  1321. // in leading diagonal and zero in other terms
  1322. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1323. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1324. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1325. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1326. // this singularity is identity matrix so angle = 0
  1327. this.set( 1, 0, 0, 0 );
  1328. return this; // zero angle, arbitrary axis
  1329. }
  1330. // otherwise this singularity is angle = 180
  1331. angle = Math.PI;
  1332. var xx = ( m11 + 1 ) / 2;
  1333. var yy = ( m22 + 1 ) / 2;
  1334. var zz = ( m33 + 1 ) / 2;
  1335. var xy = ( m12 + m21 ) / 4;
  1336. var xz = ( m13 + m31 ) / 4;
  1337. var yz = ( m23 + m32 ) / 4;
  1338. if ( ( xx > yy ) && ( xx > zz ) ) {
  1339. // m11 is the largest diagonal term
  1340. if ( xx < epsilon ) {
  1341. x = 0;
  1342. y = 0.707106781;
  1343. z = 0.707106781;
  1344. } else {
  1345. x = Math.sqrt( xx );
  1346. y = xy / x;
  1347. z = xz / x;
  1348. }
  1349. } else if ( yy > zz ) {
  1350. // m22 is the largest diagonal term
  1351. if ( yy < epsilon ) {
  1352. x = 0.707106781;
  1353. y = 0;
  1354. z = 0.707106781;
  1355. } else {
  1356. y = Math.sqrt( yy );
  1357. x = xy / y;
  1358. z = yz / y;
  1359. }
  1360. } else {
  1361. // m33 is the largest diagonal term so base result on this
  1362. if ( zz < epsilon ) {
  1363. x = 0.707106781;
  1364. y = 0.707106781;
  1365. z = 0;
  1366. } else {
  1367. z = Math.sqrt( zz );
  1368. x = xz / z;
  1369. y = yz / z;
  1370. }
  1371. }
  1372. this.set( x, y, z, angle );
  1373. return this; // return 180 deg rotation
  1374. }
  1375. // as we have reached here there are no singularities so we can handle normally
  1376. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1377. ( m13 - m31 ) * ( m13 - m31 ) +
  1378. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1379. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1380. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1381. // caught by singularity test above, but I've left it in just in case
  1382. this.x = ( m32 - m23 ) / s;
  1383. this.y = ( m13 - m31 ) / s;
  1384. this.z = ( m21 - m12 ) / s;
  1385. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1386. return this;
  1387. },
  1388. min: function ( v ) {
  1389. this.x = Math.min( this.x, v.x );
  1390. this.y = Math.min( this.y, v.y );
  1391. this.z = Math.min( this.z, v.z );
  1392. this.w = Math.min( this.w, v.w );
  1393. return this;
  1394. },
  1395. max: function ( v ) {
  1396. this.x = Math.max( this.x, v.x );
  1397. this.y = Math.max( this.y, v.y );
  1398. this.z = Math.max( this.z, v.z );
  1399. this.w = Math.max( this.w, v.w );
  1400. return this;
  1401. },
  1402. clamp: function ( min, max ) {
  1403. // assumes min < max, componentwise
  1404. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1405. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1406. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1407. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1408. return this;
  1409. },
  1410. clampScalar: function ( minVal, maxVal ) {
  1411. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1412. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1413. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1414. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1415. return this;
  1416. },
  1417. clampLength: function ( min, max ) {
  1418. var length = this.length();
  1419. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1420. },
  1421. floor: function () {
  1422. this.x = Math.floor( this.x );
  1423. this.y = Math.floor( this.y );
  1424. this.z = Math.floor( this.z );
  1425. this.w = Math.floor( this.w );
  1426. return this;
  1427. },
  1428. ceil: function () {
  1429. this.x = Math.ceil( this.x );
  1430. this.y = Math.ceil( this.y );
  1431. this.z = Math.ceil( this.z );
  1432. this.w = Math.ceil( this.w );
  1433. return this;
  1434. },
  1435. round: function () {
  1436. this.x = Math.round( this.x );
  1437. this.y = Math.round( this.y );
  1438. this.z = Math.round( this.z );
  1439. this.w = Math.round( this.w );
  1440. return this;
  1441. },
  1442. roundToZero: function () {
  1443. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1444. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1445. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1446. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1447. return this;
  1448. },
  1449. negate: function () {
  1450. this.x = - this.x;
  1451. this.y = - this.y;
  1452. this.z = - this.z;
  1453. this.w = - this.w;
  1454. return this;
  1455. },
  1456. dot: function ( v ) {
  1457. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1458. },
  1459. lengthSq: function () {
  1460. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1461. },
  1462. length: function () {
  1463. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1464. },
  1465. manhattanLength: function () {
  1466. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1467. },
  1468. normalize: function () {
  1469. return this.divideScalar( this.length() || 1 );
  1470. },
  1471. setLength: function ( length ) {
  1472. return this.normalize().multiplyScalar( length );
  1473. },
  1474. lerp: function ( v, alpha ) {
  1475. this.x += ( v.x - this.x ) * alpha;
  1476. this.y += ( v.y - this.y ) * alpha;
  1477. this.z += ( v.z - this.z ) * alpha;
  1478. this.w += ( v.w - this.w ) * alpha;
  1479. return this;
  1480. },
  1481. lerpVectors: function ( v1, v2, alpha ) {
  1482. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1483. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1484. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1485. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1486. return this;
  1487. },
  1488. equals: function ( v ) {
  1489. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1490. },
  1491. fromArray: function ( array, offset ) {
  1492. if ( offset === undefined ) { offset = 0; }
  1493. this.x = array[ offset ];
  1494. this.y = array[ offset + 1 ];
  1495. this.z = array[ offset + 2 ];
  1496. this.w = array[ offset + 3 ];
  1497. return this;
  1498. },
  1499. toArray: function ( array, offset ) {
  1500. if ( array === undefined ) { array = []; }
  1501. if ( offset === undefined ) { offset = 0; }
  1502. array[ offset ] = this.x;
  1503. array[ offset + 1 ] = this.y;
  1504. array[ offset + 2 ] = this.z;
  1505. array[ offset + 3 ] = this.w;
  1506. return array;
  1507. },
  1508. fromBufferAttribute: function ( attribute, index, offset ) {
  1509. if ( offset !== undefined ) {
  1510. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1511. }
  1512. this.x = attribute.getX( index );
  1513. this.y = attribute.getY( index );
  1514. this.z = attribute.getZ( index );
  1515. this.w = attribute.getW( index );
  1516. return this;
  1517. },
  1518. random: function () {
  1519. this.x = Math.random();
  1520. this.y = Math.random();
  1521. this.z = Math.random();
  1522. this.w = Math.random();
  1523. return this;
  1524. }
  1525. } );
  1526. /**
  1527. * @author szimek / https://github.com/szimek/
  1528. * @author alteredq / http://alteredqualia.com/
  1529. * @author Marius Kintel / https://github.com/kintel
  1530. */
  1531. /*
  1532. In options, we can specify:
  1533. * Texture parameters for an auto-generated target texture
  1534. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1535. */
  1536. function WebGLRenderTarget( width, height, options ) {
  1537. this.width = width;
  1538. this.height = height;
  1539. this.scissor = new Vector4( 0, 0, width, height );
  1540. this.scissorTest = false;
  1541. this.viewport = new Vector4( 0, 0, width, height );
  1542. options = options || {};
  1543. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1544. this.texture.image = {};
  1545. this.texture.image.width = width;
  1546. this.texture.image.height = height;
  1547. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1548. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1549. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1550. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1551. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1552. }
  1553. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1554. constructor: WebGLRenderTarget,
  1555. isWebGLRenderTarget: true,
  1556. setSize: function ( width, height ) {
  1557. if ( this.width !== width || this.height !== height ) {
  1558. this.width = width;
  1559. this.height = height;
  1560. this.texture.image.width = width;
  1561. this.texture.image.height = height;
  1562. this.dispose();
  1563. }
  1564. this.viewport.set( 0, 0, width, height );
  1565. this.scissor.set( 0, 0, width, height );
  1566. },
  1567. clone: function () {
  1568. return new this.constructor().copy( this );
  1569. },
  1570. copy: function ( source ) {
  1571. this.width = source.width;
  1572. this.height = source.height;
  1573. this.viewport.copy( source.viewport );
  1574. this.texture = source.texture.clone();
  1575. this.depthBuffer = source.depthBuffer;
  1576. this.stencilBuffer = source.stencilBuffer;
  1577. this.depthTexture = source.depthTexture;
  1578. return this;
  1579. },
  1580. dispose: function () {
  1581. this.dispatchEvent( { type: 'dispose' } );
  1582. }
  1583. } );
  1584. /**
  1585. * @author Mugen87 / https://github.com/Mugen87
  1586. * @author Matt DesLauriers / @mattdesl
  1587. */
  1588. function WebGLMultisampleRenderTarget( width, height, options ) {
  1589. WebGLRenderTarget.call( this, width, height, options );
  1590. this.samples = 4;
  1591. }
  1592. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1593. constructor: WebGLMultisampleRenderTarget,
  1594. isWebGLMultisampleRenderTarget: true,
  1595. copy: function ( source ) {
  1596. WebGLRenderTarget.prototype.copy.call( this, source );
  1597. this.samples = source.samples;
  1598. return this;
  1599. }
  1600. } );
  1601. /**
  1602. * @author mikael emtinger / http://gomo.se/
  1603. * @author alteredq / http://alteredqualia.com/
  1604. * @author WestLangley / http://github.com/WestLangley
  1605. * @author bhouston / http://clara.io
  1606. */
  1607. function Quaternion( x, y, z, w ) {
  1608. this._x = x || 0;
  1609. this._y = y || 0;
  1610. this._z = z || 0;
  1611. this._w = ( w !== undefined ) ? w : 1;
  1612. }
  1613. Object.assign( Quaternion, {
  1614. slerp: function ( qa, qb, qm, t ) {
  1615. return qm.copy( qa ).slerp( qb, t );
  1616. },
  1617. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1618. // fuzz-free, array-based Quaternion SLERP operation
  1619. var x0 = src0[ srcOffset0 + 0 ],
  1620. y0 = src0[ srcOffset0 + 1 ],
  1621. z0 = src0[ srcOffset0 + 2 ],
  1622. w0 = src0[ srcOffset0 + 3 ];
  1623. var x1 = src1[ srcOffset1 + 0 ],
  1624. y1 = src1[ srcOffset1 + 1 ],
  1625. z1 = src1[ srcOffset1 + 2 ],
  1626. w1 = src1[ srcOffset1 + 3 ];
  1627. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1628. var s = 1 - t,
  1629. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1630. dir = ( cos >= 0 ? 1 : - 1 ),
  1631. sqrSin = 1 - cos * cos;
  1632. // Skip the Slerp for tiny steps to avoid numeric problems:
  1633. if ( sqrSin > Number.EPSILON ) {
  1634. var sin = Math.sqrt( sqrSin ),
  1635. len = Math.atan2( sin, cos * dir );
  1636. s = Math.sin( s * len ) / sin;
  1637. t = Math.sin( t * len ) / sin;
  1638. }
  1639. var tDir = t * dir;
  1640. x0 = x0 * s + x1 * tDir;
  1641. y0 = y0 * s + y1 * tDir;
  1642. z0 = z0 * s + z1 * tDir;
  1643. w0 = w0 * s + w1 * tDir;
  1644. // Normalize in case we just did a lerp:
  1645. if ( s === 1 - t ) {
  1646. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1647. x0 *= f;
  1648. y0 *= f;
  1649. z0 *= f;
  1650. w0 *= f;
  1651. }
  1652. }
  1653. dst[ dstOffset ] = x0;
  1654. dst[ dstOffset + 1 ] = y0;
  1655. dst[ dstOffset + 2 ] = z0;
  1656. dst[ dstOffset + 3 ] = w0;
  1657. },
  1658. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1659. var x0 = src0[ srcOffset0 ];
  1660. var y0 = src0[ srcOffset0 + 1 ];
  1661. var z0 = src0[ srcOffset0 + 2 ];
  1662. var w0 = src0[ srcOffset0 + 3 ];
  1663. var x1 = src1[ srcOffset1 ];
  1664. var y1 = src1[ srcOffset1 + 1 ];
  1665. var z1 = src1[ srcOffset1 + 2 ];
  1666. var w1 = src1[ srcOffset1 + 3 ];
  1667. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1668. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1669. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1670. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1671. return dst;
  1672. }
  1673. } );
  1674. Object.defineProperties( Quaternion.prototype, {
  1675. x: {
  1676. get: function () {
  1677. return this._x;
  1678. },
  1679. set: function ( value ) {
  1680. this._x = value;
  1681. this._onChangeCallback();
  1682. }
  1683. },
  1684. y: {
  1685. get: function () {
  1686. return this._y;
  1687. },
  1688. set: function ( value ) {
  1689. this._y = value;
  1690. this._onChangeCallback();
  1691. }
  1692. },
  1693. z: {
  1694. get: function () {
  1695. return this._z;
  1696. },
  1697. set: function ( value ) {
  1698. this._z = value;
  1699. this._onChangeCallback();
  1700. }
  1701. },
  1702. w: {
  1703. get: function () {
  1704. return this._w;
  1705. },
  1706. set: function ( value ) {
  1707. this._w = value;
  1708. this._onChangeCallback();
  1709. }
  1710. }
  1711. } );
  1712. Object.assign( Quaternion.prototype, {
  1713. isQuaternion: true,
  1714. set: function ( x, y, z, w ) {
  1715. this._x = x;
  1716. this._y = y;
  1717. this._z = z;
  1718. this._w = w;
  1719. this._onChangeCallback();
  1720. return this;
  1721. },
  1722. clone: function () {
  1723. return new this.constructor( this._x, this._y, this._z, this._w );
  1724. },
  1725. copy: function ( quaternion ) {
  1726. this._x = quaternion.x;
  1727. this._y = quaternion.y;
  1728. this._z = quaternion.z;
  1729. this._w = quaternion.w;
  1730. this._onChangeCallback();
  1731. return this;
  1732. },
  1733. setFromEuler: function ( euler, update ) {
  1734. if ( ! ( euler && euler.isEuler ) ) {
  1735. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1736. }
  1737. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1738. // http://www.mathworks.com/matlabcentral/fileexchange/
  1739. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1740. // content/SpinCalc.m
  1741. var cos = Math.cos;
  1742. var sin = Math.sin;
  1743. var c1 = cos( x / 2 );
  1744. var c2 = cos( y / 2 );
  1745. var c3 = cos( z / 2 );
  1746. var s1 = sin( x / 2 );
  1747. var s2 = sin( y / 2 );
  1748. var s3 = sin( z / 2 );
  1749. switch ( order ) {
  1750. case 'XYZ':
  1751. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1752. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1753. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1754. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1755. break;
  1756. case 'YXZ':
  1757. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1758. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1759. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1760. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1761. break;
  1762. case 'ZXY':
  1763. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1764. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1765. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1766. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1767. break;
  1768. case 'ZYX':
  1769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1770. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1771. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1773. break;
  1774. case 'YZX':
  1775. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1776. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1777. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1778. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1779. break;
  1780. case 'XZY':
  1781. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1782. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1783. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1784. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1785. break;
  1786. default:
  1787. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1788. }
  1789. if ( update !== false ) { this._onChangeCallback(); }
  1790. return this;
  1791. },
  1792. setFromAxisAngle: function ( axis, angle ) {
  1793. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1794. // assumes axis is normalized
  1795. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1796. this._x = axis.x * s;
  1797. this._y = axis.y * s;
  1798. this._z = axis.z * s;
  1799. this._w = Math.cos( halfAngle );
  1800. this._onChangeCallback();
  1801. return this;
  1802. },
  1803. setFromRotationMatrix: function ( m ) {
  1804. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1805. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1806. var te = m.elements,
  1807. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1808. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1809. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1810. trace = m11 + m22 + m33;
  1811. if ( trace > 0 ) {
  1812. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1813. this._w = 0.25 / s;
  1814. this._x = ( m32 - m23 ) * s;
  1815. this._y = ( m13 - m31 ) * s;
  1816. this._z = ( m21 - m12 ) * s;
  1817. } else if ( m11 > m22 && m11 > m33 ) {
  1818. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1819. this._w = ( m32 - m23 ) / s$1;
  1820. this._x = 0.25 * s$1;
  1821. this._y = ( m12 + m21 ) / s$1;
  1822. this._z = ( m13 + m31 ) / s$1;
  1823. } else if ( m22 > m33 ) {
  1824. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1825. this._w = ( m13 - m31 ) / s$2;
  1826. this._x = ( m12 + m21 ) / s$2;
  1827. this._y = 0.25 * s$2;
  1828. this._z = ( m23 + m32 ) / s$2;
  1829. } else {
  1830. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1831. this._w = ( m21 - m12 ) / s$3;
  1832. this._x = ( m13 + m31 ) / s$3;
  1833. this._y = ( m23 + m32 ) / s$3;
  1834. this._z = 0.25 * s$3;
  1835. }
  1836. this._onChangeCallback();
  1837. return this;
  1838. },
  1839. setFromUnitVectors: function ( vFrom, vTo ) {
  1840. // assumes direction vectors vFrom and vTo are normalized
  1841. var EPS = 0.000001;
  1842. var r = vFrom.dot( vTo ) + 1;
  1843. if ( r < EPS ) {
  1844. r = 0;
  1845. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1846. this._x = - vFrom.y;
  1847. this._y = vFrom.x;
  1848. this._z = 0;
  1849. this._w = r;
  1850. } else {
  1851. this._x = 0;
  1852. this._y = - vFrom.z;
  1853. this._z = vFrom.y;
  1854. this._w = r;
  1855. }
  1856. } else {
  1857. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1858. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1859. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1860. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1861. this._w = r;
  1862. }
  1863. return this.normalize();
  1864. },
  1865. angleTo: function ( q ) {
  1866. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1867. },
  1868. rotateTowards: function ( q, step ) {
  1869. var angle = this.angleTo( q );
  1870. if ( angle === 0 ) { return this; }
  1871. var t = Math.min( 1, step / angle );
  1872. this.slerp( q, t );
  1873. return this;
  1874. },
  1875. inverse: function () {
  1876. // quaternion is assumed to have unit length
  1877. return this.conjugate();
  1878. },
  1879. conjugate: function () {
  1880. this._x *= - 1;
  1881. this._y *= - 1;
  1882. this._z *= - 1;
  1883. this._onChangeCallback();
  1884. return this;
  1885. },
  1886. dot: function ( v ) {
  1887. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1888. },
  1889. lengthSq: function () {
  1890. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1891. },
  1892. length: function () {
  1893. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1894. },
  1895. normalize: function () {
  1896. var l = this.length();
  1897. if ( l === 0 ) {
  1898. this._x = 0;
  1899. this._y = 0;
  1900. this._z = 0;
  1901. this._w = 1;
  1902. } else {
  1903. l = 1 / l;
  1904. this._x = this._x * l;
  1905. this._y = this._y * l;
  1906. this._z = this._z * l;
  1907. this._w = this._w * l;
  1908. }
  1909. this._onChangeCallback();
  1910. return this;
  1911. },
  1912. multiply: function ( q, p ) {
  1913. if ( p !== undefined ) {
  1914. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1915. return this.multiplyQuaternions( q, p );
  1916. }
  1917. return this.multiplyQuaternions( this, q );
  1918. },
  1919. premultiply: function ( q ) {
  1920. return this.multiplyQuaternions( q, this );
  1921. },
  1922. multiplyQuaternions: function ( a, b ) {
  1923. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1924. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1925. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1926. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1927. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1928. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1929. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1930. this._onChangeCallback();
  1931. return this;
  1932. },
  1933. slerp: function ( qb, t ) {
  1934. if ( t === 0 ) { return this; }
  1935. if ( t === 1 ) { return this.copy( qb ); }
  1936. var x = this._x, y = this._y, z = this._z, w = this._w;
  1937. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1938. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1939. if ( cosHalfTheta < 0 ) {
  1940. this._w = - qb._w;
  1941. this._x = - qb._x;
  1942. this._y = - qb._y;
  1943. this._z = - qb._z;
  1944. cosHalfTheta = - cosHalfTheta;
  1945. } else {
  1946. this.copy( qb );
  1947. }
  1948. if ( cosHalfTheta >= 1.0 ) {
  1949. this._w = w;
  1950. this._x = x;
  1951. this._y = y;
  1952. this._z = z;
  1953. return this;
  1954. }
  1955. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1956. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1957. var s = 1 - t;
  1958. this._w = s * w + t * this._w;
  1959. this._x = s * x + t * this._x;
  1960. this._y = s * y + t * this._y;
  1961. this._z = s * z + t * this._z;
  1962. this.normalize();
  1963. this._onChangeCallback();
  1964. return this;
  1965. }
  1966. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1967. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1968. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1969. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1970. this._w = ( w * ratioA + this._w * ratioB );
  1971. this._x = ( x * ratioA + this._x * ratioB );
  1972. this._y = ( y * ratioA + this._y * ratioB );
  1973. this._z = ( z * ratioA + this._z * ratioB );
  1974. this._onChangeCallback();
  1975. return this;
  1976. },
  1977. equals: function ( quaternion ) {
  1978. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1979. },
  1980. fromArray: function ( array, offset ) {
  1981. if ( offset === undefined ) { offset = 0; }
  1982. this._x = array[ offset ];
  1983. this._y = array[ offset + 1 ];
  1984. this._z = array[ offset + 2 ];
  1985. this._w = array[ offset + 3 ];
  1986. this._onChangeCallback();
  1987. return this;
  1988. },
  1989. toArray: function ( array, offset ) {
  1990. if ( array === undefined ) { array = []; }
  1991. if ( offset === undefined ) { offset = 0; }
  1992. array[ offset ] = this._x;
  1993. array[ offset + 1 ] = this._y;
  1994. array[ offset + 2 ] = this._z;
  1995. array[ offset + 3 ] = this._w;
  1996. return array;
  1997. },
  1998. fromBufferAttribute: function ( attribute, index ) {
  1999. this._x = attribute.getX( index );
  2000. this._y = attribute.getY( index );
  2001. this._z = attribute.getZ( index );
  2002. this._w = attribute.getW( index );
  2003. return this;
  2004. },
  2005. _onChange: function ( callback ) {
  2006. this._onChangeCallback = callback;
  2007. return this;
  2008. },
  2009. _onChangeCallback: function () {}
  2010. } );
  2011. /**
  2012. * @author mrdoob / http://mrdoob.com/
  2013. * @author kile / http://kile.stravaganza.org/
  2014. * @author philogb / http://blog.thejit.org/
  2015. * @author mikael emtinger / http://gomo.se/
  2016. * @author egraether / http://egraether.com/
  2017. * @author WestLangley / http://github.com/WestLangley
  2018. */
  2019. var _vector = new Vector3();
  2020. var _quaternion = new Quaternion();
  2021. function Vector3( x, y, z ) {
  2022. this.x = x || 0;
  2023. this.y = y || 0;
  2024. this.z = z || 0;
  2025. }
  2026. Object.assign( Vector3.prototype, {
  2027. isVector3: true,
  2028. set: function ( x, y, z ) {
  2029. this.x = x;
  2030. this.y = y;
  2031. this.z = z;
  2032. return this;
  2033. },
  2034. setScalar: function ( scalar ) {
  2035. this.x = scalar;
  2036. this.y = scalar;
  2037. this.z = scalar;
  2038. return this;
  2039. },
  2040. setX: function ( x ) {
  2041. this.x = x;
  2042. return this;
  2043. },
  2044. setY: function ( y ) {
  2045. this.y = y;
  2046. return this;
  2047. },
  2048. setZ: function ( z ) {
  2049. this.z = z;
  2050. return this;
  2051. },
  2052. setComponent: function ( index, value ) {
  2053. switch ( index ) {
  2054. case 0: this.x = value; break;
  2055. case 1: this.y = value; break;
  2056. case 2: this.z = value; break;
  2057. default: throw new Error( 'index is out of range: ' + index );
  2058. }
  2059. return this;
  2060. },
  2061. getComponent: function ( index ) {
  2062. switch ( index ) {
  2063. case 0: return this.x;
  2064. case 1: return this.y;
  2065. case 2: return this.z;
  2066. default: throw new Error( 'index is out of range: ' + index );
  2067. }
  2068. },
  2069. clone: function () {
  2070. return new this.constructor( this.x, this.y, this.z );
  2071. },
  2072. copy: function ( v ) {
  2073. this.x = v.x;
  2074. this.y = v.y;
  2075. this.z = v.z;
  2076. return this;
  2077. },
  2078. add: function ( v, w ) {
  2079. if ( w !== undefined ) {
  2080. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2081. return this.addVectors( v, w );
  2082. }
  2083. this.x += v.x;
  2084. this.y += v.y;
  2085. this.z += v.z;
  2086. return this;
  2087. },
  2088. addScalar: function ( s ) {
  2089. this.x += s;
  2090. this.y += s;
  2091. this.z += s;
  2092. return this;
  2093. },
  2094. addVectors: function ( a, b ) {
  2095. this.x = a.x + b.x;
  2096. this.y = a.y + b.y;
  2097. this.z = a.z + b.z;
  2098. return this;
  2099. },
  2100. addScaledVector: function ( v, s ) {
  2101. this.x += v.x * s;
  2102. this.y += v.y * s;
  2103. this.z += v.z * s;
  2104. return this;
  2105. },
  2106. sub: function ( v, w ) {
  2107. if ( w !== undefined ) {
  2108. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2109. return this.subVectors( v, w );
  2110. }
  2111. this.x -= v.x;
  2112. this.y -= v.y;
  2113. this.z -= v.z;
  2114. return this;
  2115. },
  2116. subScalar: function ( s ) {
  2117. this.x -= s;
  2118. this.y -= s;
  2119. this.z -= s;
  2120. return this;
  2121. },
  2122. subVectors: function ( a, b ) {
  2123. this.x = a.x - b.x;
  2124. this.y = a.y - b.y;
  2125. this.z = a.z - b.z;
  2126. return this;
  2127. },
  2128. multiply: function ( v, w ) {
  2129. if ( w !== undefined ) {
  2130. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2131. return this.multiplyVectors( v, w );
  2132. }
  2133. this.x *= v.x;
  2134. this.y *= v.y;
  2135. this.z *= v.z;
  2136. return this;
  2137. },
  2138. multiplyScalar: function ( scalar ) {
  2139. this.x *= scalar;
  2140. this.y *= scalar;
  2141. this.z *= scalar;
  2142. return this;
  2143. },
  2144. multiplyVectors: function ( a, b ) {
  2145. this.x = a.x * b.x;
  2146. this.y = a.y * b.y;
  2147. this.z = a.z * b.z;
  2148. return this;
  2149. },
  2150. applyEuler: function ( euler ) {
  2151. if ( ! ( euler && euler.isEuler ) ) {
  2152. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2153. }
  2154. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2155. },
  2156. applyAxisAngle: function ( axis, angle ) {
  2157. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2158. },
  2159. applyMatrix3: function ( m ) {
  2160. var x = this.x, y = this.y, z = this.z;
  2161. var e = m.elements;
  2162. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2163. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2164. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2165. return this;
  2166. },
  2167. applyNormalMatrix: function ( m ) {
  2168. return this.applyMatrix3( m ).normalize();
  2169. },
  2170. applyMatrix4: function ( m ) {
  2171. var x = this.x, y = this.y, z = this.z;
  2172. var e = m.elements;
  2173. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2174. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2175. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2176. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2177. return this;
  2178. },
  2179. applyQuaternion: function ( q ) {
  2180. var x = this.x, y = this.y, z = this.z;
  2181. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2182. // calculate quat * vector
  2183. var ix = qw * x + qy * z - qz * y;
  2184. var iy = qw * y + qz * x - qx * z;
  2185. var iz = qw * z + qx * y - qy * x;
  2186. var iw = - qx * x - qy * y - qz * z;
  2187. // calculate result * inverse quat
  2188. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2189. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2190. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2191. return this;
  2192. },
  2193. project: function ( camera ) {
  2194. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2195. },
  2196. unproject: function ( camera ) {
  2197. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2198. },
  2199. transformDirection: function ( m ) {
  2200. // input: THREE.Matrix4 affine matrix
  2201. // vector interpreted as a direction
  2202. var x = this.x, y = this.y, z = this.z;
  2203. var e = m.elements;
  2204. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2205. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2206. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2207. return this.normalize();
  2208. },
  2209. divide: function ( v ) {
  2210. this.x /= v.x;
  2211. this.y /= v.y;
  2212. this.z /= v.z;
  2213. return this;
  2214. },
  2215. divideScalar: function ( scalar ) {
  2216. return this.multiplyScalar( 1 / scalar );
  2217. },
  2218. min: function ( v ) {
  2219. this.x = Math.min( this.x, v.x );
  2220. this.y = Math.min( this.y, v.y );
  2221. this.z = Math.min( this.z, v.z );
  2222. return this;
  2223. },
  2224. max: function ( v ) {
  2225. this.x = Math.max( this.x, v.x );
  2226. this.y = Math.max( this.y, v.y );
  2227. this.z = Math.max( this.z, v.z );
  2228. return this;
  2229. },
  2230. clamp: function ( min, max ) {
  2231. // assumes min < max, componentwise
  2232. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2233. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2234. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2235. return this;
  2236. },
  2237. clampScalar: function ( minVal, maxVal ) {
  2238. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2239. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2240. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2241. return this;
  2242. },
  2243. clampLength: function ( min, max ) {
  2244. var length = this.length();
  2245. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2246. },
  2247. floor: function () {
  2248. this.x = Math.floor( this.x );
  2249. this.y = Math.floor( this.y );
  2250. this.z = Math.floor( this.z );
  2251. return this;
  2252. },
  2253. ceil: function () {
  2254. this.x = Math.ceil( this.x );
  2255. this.y = Math.ceil( this.y );
  2256. this.z = Math.ceil( this.z );
  2257. return this;
  2258. },
  2259. round: function () {
  2260. this.x = Math.round( this.x );
  2261. this.y = Math.round( this.y );
  2262. this.z = Math.round( this.z );
  2263. return this;
  2264. },
  2265. roundToZero: function () {
  2266. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2267. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2268. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2269. return this;
  2270. },
  2271. negate: function () {
  2272. this.x = - this.x;
  2273. this.y = - this.y;
  2274. this.z = - this.z;
  2275. return this;
  2276. },
  2277. dot: function ( v ) {
  2278. return this.x * v.x + this.y * v.y + this.z * v.z;
  2279. },
  2280. // TODO lengthSquared?
  2281. lengthSq: function () {
  2282. return this.x * this.x + this.y * this.y + this.z * this.z;
  2283. },
  2284. length: function () {
  2285. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2286. },
  2287. manhattanLength: function () {
  2288. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2289. },
  2290. normalize: function () {
  2291. return this.divideScalar( this.length() || 1 );
  2292. },
  2293. setLength: function ( length ) {
  2294. return this.normalize().multiplyScalar( length );
  2295. },
  2296. lerp: function ( v, alpha ) {
  2297. this.x += ( v.x - this.x ) * alpha;
  2298. this.y += ( v.y - this.y ) * alpha;
  2299. this.z += ( v.z - this.z ) * alpha;
  2300. return this;
  2301. },
  2302. lerpVectors: function ( v1, v2, alpha ) {
  2303. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2304. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2305. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2306. return this;
  2307. },
  2308. cross: function ( v, w ) {
  2309. if ( w !== undefined ) {
  2310. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2311. return this.crossVectors( v, w );
  2312. }
  2313. return this.crossVectors( this, v );
  2314. },
  2315. crossVectors: function ( a, b ) {
  2316. var ax = a.x, ay = a.y, az = a.z;
  2317. var bx = b.x, by = b.y, bz = b.z;
  2318. this.x = ay * bz - az * by;
  2319. this.y = az * bx - ax * bz;
  2320. this.z = ax * by - ay * bx;
  2321. return this;
  2322. },
  2323. projectOnVector: function ( v ) {
  2324. var denominator = v.lengthSq();
  2325. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2326. var scalar = v.dot( this ) / denominator;
  2327. return this.copy( v ).multiplyScalar( scalar );
  2328. },
  2329. projectOnPlane: function ( planeNormal ) {
  2330. _vector.copy( this ).projectOnVector( planeNormal );
  2331. return this.sub( _vector );
  2332. },
  2333. reflect: function ( normal ) {
  2334. // reflect incident vector off plane orthogonal to normal
  2335. // normal is assumed to have unit length
  2336. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2337. },
  2338. angleTo: function ( v ) {
  2339. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2340. if ( denominator === 0 ) { return Math.PI / 2; }
  2341. var theta = this.dot( v ) / denominator;
  2342. // clamp, to handle numerical problems
  2343. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2344. },
  2345. distanceTo: function ( v ) {
  2346. return Math.sqrt( this.distanceToSquared( v ) );
  2347. },
  2348. distanceToSquared: function ( v ) {
  2349. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2350. return dx * dx + dy * dy + dz * dz;
  2351. },
  2352. manhattanDistanceTo: function ( v ) {
  2353. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2354. },
  2355. setFromSpherical: function ( s ) {
  2356. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2357. },
  2358. setFromSphericalCoords: function ( radius, phi, theta ) {
  2359. var sinPhiRadius = Math.sin( phi ) * radius;
  2360. this.x = sinPhiRadius * Math.sin( theta );
  2361. this.y = Math.cos( phi ) * radius;
  2362. this.z = sinPhiRadius * Math.cos( theta );
  2363. return this;
  2364. },
  2365. setFromCylindrical: function ( c ) {
  2366. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2367. },
  2368. setFromCylindricalCoords: function ( radius, theta, y ) {
  2369. this.x = radius * Math.sin( theta );
  2370. this.y = y;
  2371. this.z = radius * Math.cos( theta );
  2372. return this;
  2373. },
  2374. setFromMatrixPosition: function ( m ) {
  2375. var e = m.elements;
  2376. this.x = e[ 12 ];
  2377. this.y = e[ 13 ];
  2378. this.z = e[ 14 ];
  2379. return this;
  2380. },
  2381. setFromMatrixScale: function ( m ) {
  2382. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2383. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2384. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2385. this.x = sx;
  2386. this.y = sy;
  2387. this.z = sz;
  2388. return this;
  2389. },
  2390. setFromMatrixColumn: function ( m, index ) {
  2391. return this.fromArray( m.elements, index * 4 );
  2392. },
  2393. setFromMatrix3Column: function ( m, index ) {
  2394. return this.fromArray( m.elements, index * 3 );
  2395. },
  2396. equals: function ( v ) {
  2397. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2398. },
  2399. fromArray: function ( array, offset ) {
  2400. if ( offset === undefined ) { offset = 0; }
  2401. this.x = array[ offset ];
  2402. this.y = array[ offset + 1 ];
  2403. this.z = array[ offset + 2 ];
  2404. return this;
  2405. },
  2406. toArray: function ( array, offset ) {
  2407. if ( array === undefined ) { array = []; }
  2408. if ( offset === undefined ) { offset = 0; }
  2409. array[ offset ] = this.x;
  2410. array[ offset + 1 ] = this.y;
  2411. array[ offset + 2 ] = this.z;
  2412. return array;
  2413. },
  2414. fromBufferAttribute: function ( attribute, index, offset ) {
  2415. if ( offset !== undefined ) {
  2416. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2417. }
  2418. this.x = attribute.getX( index );
  2419. this.y = attribute.getY( index );
  2420. this.z = attribute.getZ( index );
  2421. return this;
  2422. },
  2423. random: function () {
  2424. this.x = Math.random();
  2425. this.y = Math.random();
  2426. this.z = Math.random();
  2427. return this;
  2428. }
  2429. } );
  2430. var _v1 = new Vector3();
  2431. var _m1 = new Matrix4();
  2432. var _zero = new Vector3( 0, 0, 0 );
  2433. var _one = new Vector3( 1, 1, 1 );
  2434. var _x = new Vector3();
  2435. var _y = new Vector3();
  2436. var _z = new Vector3();
  2437. /**
  2438. * @author mrdoob / http://mrdoob.com/
  2439. * @author supereggbert / http://www.paulbrunt.co.uk/
  2440. * @author philogb / http://blog.thejit.org/
  2441. * @author jordi_ros / http://plattsoft.com
  2442. * @author D1plo1d / http://github.com/D1plo1d
  2443. * @author alteredq / http://alteredqualia.com/
  2444. * @author mikael emtinger / http://gomo.se/
  2445. * @author timknip / http://www.floorplanner.com/
  2446. * @author bhouston / http://clara.io
  2447. * @author WestLangley / http://github.com/WestLangley
  2448. */
  2449. function Matrix4() {
  2450. this.elements = [
  2451. 1, 0, 0, 0,
  2452. 0, 1, 0, 0,
  2453. 0, 0, 1, 0,
  2454. 0, 0, 0, 1
  2455. ];
  2456. if ( arguments.length > 0 ) {
  2457. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2458. }
  2459. }
  2460. Object.assign( Matrix4.prototype, {
  2461. isMatrix4: true,
  2462. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2463. var te = this.elements;
  2464. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2465. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2466. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2467. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2468. return this;
  2469. },
  2470. identity: function () {
  2471. this.set(
  2472. 1, 0, 0, 0,
  2473. 0, 1, 0, 0,
  2474. 0, 0, 1, 0,
  2475. 0, 0, 0, 1
  2476. );
  2477. return this;
  2478. },
  2479. clone: function () {
  2480. return new Matrix4().fromArray( this.elements );
  2481. },
  2482. copy: function ( m ) {
  2483. var te = this.elements;
  2484. var me = m.elements;
  2485. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2486. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2487. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2488. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2489. return this;
  2490. },
  2491. copyPosition: function ( m ) {
  2492. var te = this.elements, me = m.elements;
  2493. te[ 12 ] = me[ 12 ];
  2494. te[ 13 ] = me[ 13 ];
  2495. te[ 14 ] = me[ 14 ];
  2496. return this;
  2497. },
  2498. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2499. xAxis.setFromMatrixColumn( this, 0 );
  2500. yAxis.setFromMatrixColumn( this, 1 );
  2501. zAxis.setFromMatrixColumn( this, 2 );
  2502. return this;
  2503. },
  2504. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2505. this.set(
  2506. xAxis.x, yAxis.x, zAxis.x, 0,
  2507. xAxis.y, yAxis.y, zAxis.y, 0,
  2508. xAxis.z, yAxis.z, zAxis.z, 0,
  2509. 0, 0, 0, 1
  2510. );
  2511. return this;
  2512. },
  2513. extractRotation: function ( m ) {
  2514. // this method does not support reflection matrices
  2515. var te = this.elements;
  2516. var me = m.elements;
  2517. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2518. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2519. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2520. te[ 0 ] = me[ 0 ] * scaleX;
  2521. te[ 1 ] = me[ 1 ] * scaleX;
  2522. te[ 2 ] = me[ 2 ] * scaleX;
  2523. te[ 3 ] = 0;
  2524. te[ 4 ] = me[ 4 ] * scaleY;
  2525. te[ 5 ] = me[ 5 ] * scaleY;
  2526. te[ 6 ] = me[ 6 ] * scaleY;
  2527. te[ 7 ] = 0;
  2528. te[ 8 ] = me[ 8 ] * scaleZ;
  2529. te[ 9 ] = me[ 9 ] * scaleZ;
  2530. te[ 10 ] = me[ 10 ] * scaleZ;
  2531. te[ 11 ] = 0;
  2532. te[ 12 ] = 0;
  2533. te[ 13 ] = 0;
  2534. te[ 14 ] = 0;
  2535. te[ 15 ] = 1;
  2536. return this;
  2537. },
  2538. makeRotationFromEuler: function ( euler ) {
  2539. if ( ! ( euler && euler.isEuler ) ) {
  2540. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2541. }
  2542. var te = this.elements;
  2543. var x = euler.x, y = euler.y, z = euler.z;
  2544. var a = Math.cos( x ), b = Math.sin( x );
  2545. var c = Math.cos( y ), d = Math.sin( y );
  2546. var e = Math.cos( z ), f = Math.sin( z );
  2547. if ( euler.order === 'XYZ' ) {
  2548. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2549. te[ 0 ] = c * e;
  2550. te[ 4 ] = - c * f;
  2551. te[ 8 ] = d;
  2552. te[ 1 ] = af + be * d;
  2553. te[ 5 ] = ae - bf * d;
  2554. te[ 9 ] = - b * c;
  2555. te[ 2 ] = bf - ae * d;
  2556. te[ 6 ] = be + af * d;
  2557. te[ 10 ] = a * c;
  2558. } else if ( euler.order === 'YXZ' ) {
  2559. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2560. te[ 0 ] = ce + df * b;
  2561. te[ 4 ] = de * b - cf;
  2562. te[ 8 ] = a * d;
  2563. te[ 1 ] = a * f;
  2564. te[ 5 ] = a * e;
  2565. te[ 9 ] = - b;
  2566. te[ 2 ] = cf * b - de;
  2567. te[ 6 ] = df + ce * b;
  2568. te[ 10 ] = a * c;
  2569. } else if ( euler.order === 'ZXY' ) {
  2570. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2571. te[ 0 ] = ce$1 - df$1 * b;
  2572. te[ 4 ] = - a * f;
  2573. te[ 8 ] = de$1 + cf$1 * b;
  2574. te[ 1 ] = cf$1 + de$1 * b;
  2575. te[ 5 ] = a * e;
  2576. te[ 9 ] = df$1 - ce$1 * b;
  2577. te[ 2 ] = - a * d;
  2578. te[ 6 ] = b;
  2579. te[ 10 ] = a * c;
  2580. } else if ( euler.order === 'ZYX' ) {
  2581. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2582. te[ 0 ] = c * e;
  2583. te[ 4 ] = be$1 * d - af$1;
  2584. te[ 8 ] = ae$1 * d + bf$1;
  2585. te[ 1 ] = c * f;
  2586. te[ 5 ] = bf$1 * d + ae$1;
  2587. te[ 9 ] = af$1 * d - be$1;
  2588. te[ 2 ] = - d;
  2589. te[ 6 ] = b * c;
  2590. te[ 10 ] = a * c;
  2591. } else if ( euler.order === 'YZX' ) {
  2592. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2593. te[ 0 ] = c * e;
  2594. te[ 4 ] = bd - ac * f;
  2595. te[ 8 ] = bc * f + ad;
  2596. te[ 1 ] = f;
  2597. te[ 5 ] = a * e;
  2598. te[ 9 ] = - b * e;
  2599. te[ 2 ] = - d * e;
  2600. te[ 6 ] = ad * f + bc;
  2601. te[ 10 ] = ac - bd * f;
  2602. } else if ( euler.order === 'XZY' ) {
  2603. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2604. te[ 0 ] = c * e;
  2605. te[ 4 ] = - f;
  2606. te[ 8 ] = d * e;
  2607. te[ 1 ] = ac$1 * f + bd$1;
  2608. te[ 5 ] = a * e;
  2609. te[ 9 ] = ad$1 * f - bc$1;
  2610. te[ 2 ] = bc$1 * f - ad$1;
  2611. te[ 6 ] = b * e;
  2612. te[ 10 ] = bd$1 * f + ac$1;
  2613. }
  2614. // bottom row
  2615. te[ 3 ] = 0;
  2616. te[ 7 ] = 0;
  2617. te[ 11 ] = 0;
  2618. // last column
  2619. te[ 12 ] = 0;
  2620. te[ 13 ] = 0;
  2621. te[ 14 ] = 0;
  2622. te[ 15 ] = 1;
  2623. return this;
  2624. },
  2625. makeRotationFromQuaternion: function ( q ) {
  2626. return this.compose( _zero, q, _one );
  2627. },
  2628. lookAt: function ( eye, target, up ) {
  2629. var te = this.elements;
  2630. _z.subVectors( eye, target );
  2631. if ( _z.lengthSq() === 0 ) {
  2632. // eye and target are in the same position
  2633. _z.z = 1;
  2634. }
  2635. _z.normalize();
  2636. _x.crossVectors( up, _z );
  2637. if ( _x.lengthSq() === 0 ) {
  2638. // up and z are parallel
  2639. if ( Math.abs( up.z ) === 1 ) {
  2640. _z.x += 0.0001;
  2641. } else {
  2642. _z.z += 0.0001;
  2643. }
  2644. _z.normalize();
  2645. _x.crossVectors( up, _z );
  2646. }
  2647. _x.normalize();
  2648. _y.crossVectors( _z, _x );
  2649. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2650. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2651. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2652. return this;
  2653. },
  2654. multiply: function ( m, n ) {
  2655. if ( n !== undefined ) {
  2656. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2657. return this.multiplyMatrices( m, n );
  2658. }
  2659. return this.multiplyMatrices( this, m );
  2660. },
  2661. premultiply: function ( m ) {
  2662. return this.multiplyMatrices( m, this );
  2663. },
  2664. multiplyMatrices: function ( a, b ) {
  2665. var ae = a.elements;
  2666. var be = b.elements;
  2667. var te = this.elements;
  2668. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2669. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2670. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2671. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2672. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2673. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2674. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2675. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2676. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2677. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2678. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2679. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2680. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2681. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2682. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2683. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2684. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2685. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2686. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2687. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2688. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2689. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2690. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2691. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2692. return this;
  2693. },
  2694. multiplyScalar: function ( s ) {
  2695. var te = this.elements;
  2696. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2697. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2698. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2699. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2700. return this;
  2701. },
  2702. determinant: function () {
  2703. var te = this.elements;
  2704. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2705. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2706. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2707. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2708. //TODO: make this more efficient
  2709. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2710. return (
  2711. n41 * (
  2712. + n14 * n23 * n32
  2713. - n13 * n24 * n32
  2714. - n14 * n22 * n33
  2715. + n12 * n24 * n33
  2716. + n13 * n22 * n34
  2717. - n12 * n23 * n34
  2718. ) +
  2719. n42 * (
  2720. + n11 * n23 * n34
  2721. - n11 * n24 * n33
  2722. + n14 * n21 * n33
  2723. - n13 * n21 * n34
  2724. + n13 * n24 * n31
  2725. - n14 * n23 * n31
  2726. ) +
  2727. n43 * (
  2728. + n11 * n24 * n32
  2729. - n11 * n22 * n34
  2730. - n14 * n21 * n32
  2731. + n12 * n21 * n34
  2732. + n14 * n22 * n31
  2733. - n12 * n24 * n31
  2734. ) +
  2735. n44 * (
  2736. - n13 * n22 * n31
  2737. - n11 * n23 * n32
  2738. + n11 * n22 * n33
  2739. + n13 * n21 * n32
  2740. - n12 * n21 * n33
  2741. + n12 * n23 * n31
  2742. )
  2743. );
  2744. },
  2745. transpose: function () {
  2746. var te = this.elements;
  2747. var tmp;
  2748. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2749. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2750. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2751. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2752. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2753. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2754. return this;
  2755. },
  2756. setPosition: function ( x, y, z ) {
  2757. var te = this.elements;
  2758. if ( x.isVector3 ) {
  2759. te[ 12 ] = x.x;
  2760. te[ 13 ] = x.y;
  2761. te[ 14 ] = x.z;
  2762. } else {
  2763. te[ 12 ] = x;
  2764. te[ 13 ] = y;
  2765. te[ 14 ] = z;
  2766. }
  2767. return this;
  2768. },
  2769. getInverse: function ( m, throwOnDegenerate ) {
  2770. if ( throwOnDegenerate !== undefined ) {
  2771. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2772. }
  2773. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2774. var te = this.elements,
  2775. me = m.elements,
  2776. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2777. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2778. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2779. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2780. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2781. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2782. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2783. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2784. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2785. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2786. var detInv = 1 / det;
  2787. te[ 0 ] = t11 * detInv;
  2788. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2789. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2790. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2791. te[ 4 ] = t12 * detInv;
  2792. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2793. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2794. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2795. te[ 8 ] = t13 * detInv;
  2796. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2797. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2798. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2799. te[ 12 ] = t14 * detInv;
  2800. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2801. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2802. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2803. return this;
  2804. },
  2805. scale: function ( v ) {
  2806. var te = this.elements;
  2807. var x = v.x, y = v.y, z = v.z;
  2808. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2809. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2810. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2811. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2812. return this;
  2813. },
  2814. getMaxScaleOnAxis: function () {
  2815. var te = this.elements;
  2816. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2817. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2818. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2819. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2820. },
  2821. makeTranslation: function ( x, y, z ) {
  2822. this.set(
  2823. 1, 0, 0, x,
  2824. 0, 1, 0, y,
  2825. 0, 0, 1, z,
  2826. 0, 0, 0, 1
  2827. );
  2828. return this;
  2829. },
  2830. makeRotationX: function ( theta ) {
  2831. var c = Math.cos( theta ), s = Math.sin( theta );
  2832. this.set(
  2833. 1, 0, 0, 0,
  2834. 0, c, - s, 0,
  2835. 0, s, c, 0,
  2836. 0, 0, 0, 1
  2837. );
  2838. return this;
  2839. },
  2840. makeRotationY: function ( theta ) {
  2841. var c = Math.cos( theta ), s = Math.sin( theta );
  2842. this.set(
  2843. c, 0, s, 0,
  2844. 0, 1, 0, 0,
  2845. - s, 0, c, 0,
  2846. 0, 0, 0, 1
  2847. );
  2848. return this;
  2849. },
  2850. makeRotationZ: function ( theta ) {
  2851. var c = Math.cos( theta ), s = Math.sin( theta );
  2852. this.set(
  2853. c, - s, 0, 0,
  2854. s, c, 0, 0,
  2855. 0, 0, 1, 0,
  2856. 0, 0, 0, 1
  2857. );
  2858. return this;
  2859. },
  2860. makeRotationAxis: function ( axis, angle ) {
  2861. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2862. var c = Math.cos( angle );
  2863. var s = Math.sin( angle );
  2864. var t = 1 - c;
  2865. var x = axis.x, y = axis.y, z = axis.z;
  2866. var tx = t * x, ty = t * y;
  2867. this.set(
  2868. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2869. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2870. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2871. 0, 0, 0, 1
  2872. );
  2873. return this;
  2874. },
  2875. makeScale: function ( x, y, z ) {
  2876. this.set(
  2877. x, 0, 0, 0,
  2878. 0, y, 0, 0,
  2879. 0, 0, z, 0,
  2880. 0, 0, 0, 1
  2881. );
  2882. return this;
  2883. },
  2884. makeShear: function ( x, y, z ) {
  2885. this.set(
  2886. 1, y, z, 0,
  2887. x, 1, z, 0,
  2888. x, y, 1, 0,
  2889. 0, 0, 0, 1
  2890. );
  2891. return this;
  2892. },
  2893. compose: function ( position, quaternion, scale ) {
  2894. var te = this.elements;
  2895. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2896. var x2 = x + x, y2 = y + y, z2 = z + z;
  2897. var xx = x * x2, xy = x * y2, xz = x * z2;
  2898. var yy = y * y2, yz = y * z2, zz = z * z2;
  2899. var wx = w * x2, wy = w * y2, wz = w * z2;
  2900. var sx = scale.x, sy = scale.y, sz = scale.z;
  2901. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2902. te[ 1 ] = ( xy + wz ) * sx;
  2903. te[ 2 ] = ( xz - wy ) * sx;
  2904. te[ 3 ] = 0;
  2905. te[ 4 ] = ( xy - wz ) * sy;
  2906. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2907. te[ 6 ] = ( yz + wx ) * sy;
  2908. te[ 7 ] = 0;
  2909. te[ 8 ] = ( xz + wy ) * sz;
  2910. te[ 9 ] = ( yz - wx ) * sz;
  2911. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2912. te[ 11 ] = 0;
  2913. te[ 12 ] = position.x;
  2914. te[ 13 ] = position.y;
  2915. te[ 14 ] = position.z;
  2916. te[ 15 ] = 1;
  2917. return this;
  2918. },
  2919. decompose: function ( position, quaternion, scale ) {
  2920. var te = this.elements;
  2921. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2922. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2923. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2924. // if determine is negative, we need to invert one scale
  2925. var det = this.determinant();
  2926. if ( det < 0 ) { sx = - sx; }
  2927. position.x = te[ 12 ];
  2928. position.y = te[ 13 ];
  2929. position.z = te[ 14 ];
  2930. // scale the rotation part
  2931. _m1.copy( this );
  2932. var invSX = 1 / sx;
  2933. var invSY = 1 / sy;
  2934. var invSZ = 1 / sz;
  2935. _m1.elements[ 0 ] *= invSX;
  2936. _m1.elements[ 1 ] *= invSX;
  2937. _m1.elements[ 2 ] *= invSX;
  2938. _m1.elements[ 4 ] *= invSY;
  2939. _m1.elements[ 5 ] *= invSY;
  2940. _m1.elements[ 6 ] *= invSY;
  2941. _m1.elements[ 8 ] *= invSZ;
  2942. _m1.elements[ 9 ] *= invSZ;
  2943. _m1.elements[ 10 ] *= invSZ;
  2944. quaternion.setFromRotationMatrix( _m1 );
  2945. scale.x = sx;
  2946. scale.y = sy;
  2947. scale.z = sz;
  2948. return this;
  2949. },
  2950. makePerspective: function ( left, right, top, bottom, near, far ) {
  2951. if ( far === undefined ) {
  2952. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2953. }
  2954. var te = this.elements;
  2955. var x = 2 * near / ( right - left );
  2956. var y = 2 * near / ( top - bottom );
  2957. var a = ( right + left ) / ( right - left );
  2958. var b = ( top + bottom ) / ( top - bottom );
  2959. var c = - ( far + near ) / ( far - near );
  2960. var d = - 2 * far * near / ( far - near );
  2961. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2962. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2963. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2964. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2965. return this;
  2966. },
  2967. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2968. var te = this.elements;
  2969. var w = 1.0 / ( right - left );
  2970. var h = 1.0 / ( top - bottom );
  2971. var p = 1.0 / ( far - near );
  2972. var x = ( right + left ) * w;
  2973. var y = ( top + bottom ) * h;
  2974. var z = ( far + near ) * p;
  2975. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2976. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2977. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2978. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2979. return this;
  2980. },
  2981. equals: function ( matrix ) {
  2982. var te = this.elements;
  2983. var me = matrix.elements;
  2984. for ( var i = 0; i < 16; i ++ ) {
  2985. if ( te[ i ] !== me[ i ] ) { return false; }
  2986. }
  2987. return true;
  2988. },
  2989. fromArray: function ( array, offset ) {
  2990. if ( offset === undefined ) { offset = 0; }
  2991. for ( var i = 0; i < 16; i ++ ) {
  2992. this.elements[ i ] = array[ i + offset ];
  2993. }
  2994. return this;
  2995. },
  2996. toArray: function ( array, offset ) {
  2997. if ( array === undefined ) { array = []; }
  2998. if ( offset === undefined ) { offset = 0; }
  2999. var te = this.elements;
  3000. array[ offset ] = te[ 0 ];
  3001. array[ offset + 1 ] = te[ 1 ];
  3002. array[ offset + 2 ] = te[ 2 ];
  3003. array[ offset + 3 ] = te[ 3 ];
  3004. array[ offset + 4 ] = te[ 4 ];
  3005. array[ offset + 5 ] = te[ 5 ];
  3006. array[ offset + 6 ] = te[ 6 ];
  3007. array[ offset + 7 ] = te[ 7 ];
  3008. array[ offset + 8 ] = te[ 8 ];
  3009. array[ offset + 9 ] = te[ 9 ];
  3010. array[ offset + 10 ] = te[ 10 ];
  3011. array[ offset + 11 ] = te[ 11 ];
  3012. array[ offset + 12 ] = te[ 12 ];
  3013. array[ offset + 13 ] = te[ 13 ];
  3014. array[ offset + 14 ] = te[ 14 ];
  3015. array[ offset + 15 ] = te[ 15 ];
  3016. return array;
  3017. }
  3018. } );
  3019. /**
  3020. * @author mrdoob / http://mrdoob.com/
  3021. * @author WestLangley / http://github.com/WestLangley
  3022. * @author bhouston / http://clara.io
  3023. */
  3024. var _matrix = new Matrix4();
  3025. var _quaternion$1 = new Quaternion();
  3026. function Euler( x, y, z, order ) {
  3027. this._x = x || 0;
  3028. this._y = y || 0;
  3029. this._z = z || 0;
  3030. this._order = order || Euler.DefaultOrder;
  3031. }
  3032. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3033. Euler.DefaultOrder = 'XYZ';
  3034. Object.defineProperties( Euler.prototype, {
  3035. x: {
  3036. get: function () {
  3037. return this._x;
  3038. },
  3039. set: function ( value ) {
  3040. this._x = value;
  3041. this._onChangeCallback();
  3042. }
  3043. },
  3044. y: {
  3045. get: function () {
  3046. return this._y;
  3047. },
  3048. set: function ( value ) {
  3049. this._y = value;
  3050. this._onChangeCallback();
  3051. }
  3052. },
  3053. z: {
  3054. get: function () {
  3055. return this._z;
  3056. },
  3057. set: function ( value ) {
  3058. this._z = value;
  3059. this._onChangeCallback();
  3060. }
  3061. },
  3062. order: {
  3063. get: function () {
  3064. return this._order;
  3065. },
  3066. set: function ( value ) {
  3067. this._order = value;
  3068. this._onChangeCallback();
  3069. }
  3070. }
  3071. } );
  3072. Object.assign( Euler.prototype, {
  3073. isEuler: true,
  3074. set: function ( x, y, z, order ) {
  3075. this._x = x;
  3076. this._y = y;
  3077. this._z = z;
  3078. this._order = order || this._order;
  3079. this._onChangeCallback();
  3080. return this;
  3081. },
  3082. clone: function () {
  3083. return new this.constructor( this._x, this._y, this._z, this._order );
  3084. },
  3085. copy: function ( euler ) {
  3086. this._x = euler._x;
  3087. this._y = euler._y;
  3088. this._z = euler._z;
  3089. this._order = euler._order;
  3090. this._onChangeCallback();
  3091. return this;
  3092. },
  3093. setFromRotationMatrix: function ( m, order, update ) {
  3094. var clamp = MathUtils.clamp;
  3095. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3096. var te = m.elements;
  3097. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3098. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3099. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3100. order = order || this._order;
  3101. switch ( order ) {
  3102. case 'XYZ':
  3103. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3104. if ( Math.abs( m13 ) < 0.9999999 ) {
  3105. this._x = Math.atan2( - m23, m33 );
  3106. this._z = Math.atan2( - m12, m11 );
  3107. } else {
  3108. this._x = Math.atan2( m32, m22 );
  3109. this._z = 0;
  3110. }
  3111. break;
  3112. case 'YXZ':
  3113. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3114. if ( Math.abs( m23 ) < 0.9999999 ) {
  3115. this._y = Math.atan2( m13, m33 );
  3116. this._z = Math.atan2( m21, m22 );
  3117. } else {
  3118. this._y = Math.atan2( - m31, m11 );
  3119. this._z = 0;
  3120. }
  3121. break;
  3122. case 'ZXY':
  3123. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3124. if ( Math.abs( m32 ) < 0.9999999 ) {
  3125. this._y = Math.atan2( - m31, m33 );
  3126. this._z = Math.atan2( - m12, m22 );
  3127. } else {
  3128. this._y = 0;
  3129. this._z = Math.atan2( m21, m11 );
  3130. }
  3131. break;
  3132. case 'ZYX':
  3133. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3134. if ( Math.abs( m31 ) < 0.9999999 ) {
  3135. this._x = Math.atan2( m32, m33 );
  3136. this._z = Math.atan2( m21, m11 );
  3137. } else {
  3138. this._x = 0;
  3139. this._z = Math.atan2( - m12, m22 );
  3140. }
  3141. break;
  3142. case 'YZX':
  3143. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3144. if ( Math.abs( m21 ) < 0.9999999 ) {
  3145. this._x = Math.atan2( - m23, m22 );
  3146. this._y = Math.atan2( - m31, m11 );
  3147. } else {
  3148. this._x = 0;
  3149. this._y = Math.atan2( m13, m33 );
  3150. }
  3151. break;
  3152. case 'XZY':
  3153. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3154. if ( Math.abs( m12 ) < 0.9999999 ) {
  3155. this._x = Math.atan2( m32, m22 );
  3156. this._y = Math.atan2( m13, m11 );
  3157. } else {
  3158. this._x = Math.atan2( - m23, m33 );
  3159. this._y = 0;
  3160. }
  3161. break;
  3162. default:
  3163. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3164. }
  3165. this._order = order;
  3166. if ( update !== false ) { this._onChangeCallback(); }
  3167. return this;
  3168. },
  3169. setFromQuaternion: function ( q, order, update ) {
  3170. _matrix.makeRotationFromQuaternion( q );
  3171. return this.setFromRotationMatrix( _matrix, order, update );
  3172. },
  3173. setFromVector3: function ( v, order ) {
  3174. return this.set( v.x, v.y, v.z, order || this._order );
  3175. },
  3176. reorder: function ( newOrder ) {
  3177. // WARNING: this discards revolution information -bhouston
  3178. _quaternion$1.setFromEuler( this );
  3179. return this.setFromQuaternion( _quaternion$1, newOrder );
  3180. },
  3181. equals: function ( euler ) {
  3182. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3183. },
  3184. fromArray: function ( array ) {
  3185. this._x = array[ 0 ];
  3186. this._y = array[ 1 ];
  3187. this._z = array[ 2 ];
  3188. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3189. this._onChangeCallback();
  3190. return this;
  3191. },
  3192. toArray: function ( array, offset ) {
  3193. if ( array === undefined ) { array = []; }
  3194. if ( offset === undefined ) { offset = 0; }
  3195. array[ offset ] = this._x;
  3196. array[ offset + 1 ] = this._y;
  3197. array[ offset + 2 ] = this._z;
  3198. array[ offset + 3 ] = this._order;
  3199. return array;
  3200. },
  3201. toVector3: function ( optionalResult ) {
  3202. if ( optionalResult ) {
  3203. return optionalResult.set( this._x, this._y, this._z );
  3204. } else {
  3205. return new Vector3( this._x, this._y, this._z );
  3206. }
  3207. },
  3208. _onChange: function ( callback ) {
  3209. this._onChangeCallback = callback;
  3210. return this;
  3211. },
  3212. _onChangeCallback: function () {}
  3213. } );
  3214. /**
  3215. * @author mrdoob / http://mrdoob.com/
  3216. */
  3217. function Layers() {
  3218. this.mask = 1 | 0;
  3219. }
  3220. Object.assign( Layers.prototype, {
  3221. set: function ( channel ) {
  3222. this.mask = 1 << channel | 0;
  3223. },
  3224. enable: function ( channel ) {
  3225. this.mask |= 1 << channel | 0;
  3226. },
  3227. enableAll: function () {
  3228. this.mask = 0xffffffff | 0;
  3229. },
  3230. toggle: function ( channel ) {
  3231. this.mask ^= 1 << channel | 0;
  3232. },
  3233. disable: function ( channel ) {
  3234. this.mask &= ~ ( 1 << channel | 0 );
  3235. },
  3236. disableAll: function () {
  3237. this.mask = 0;
  3238. },
  3239. test: function ( layers ) {
  3240. return ( this.mask & layers.mask ) !== 0;
  3241. }
  3242. } );
  3243. var _object3DId = 0;
  3244. var _v1$1 = new Vector3();
  3245. var _q1 = new Quaternion();
  3246. var _m1$1 = new Matrix4();
  3247. var _target = new Vector3();
  3248. var _position = new Vector3();
  3249. var _scale = new Vector3();
  3250. var _quaternion$2 = new Quaternion();
  3251. var _xAxis = new Vector3( 1, 0, 0 );
  3252. var _yAxis = new Vector3( 0, 1, 0 );
  3253. var _zAxis = new Vector3( 0, 0, 1 );
  3254. var _addedEvent = { type: 'added' };
  3255. var _removedEvent = { type: 'removed' };
  3256. /**
  3257. * @author mrdoob / http://mrdoob.com/
  3258. * @author mikael emtinger / http://gomo.se/
  3259. * @author alteredq / http://alteredqualia.com/
  3260. * @author WestLangley / http://github.com/WestLangley
  3261. * @author elephantatwork / www.elephantatwork.ch
  3262. */
  3263. function Object3D() {
  3264. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3265. this.uuid = MathUtils.generateUUID();
  3266. this.name = '';
  3267. this.type = 'Object3D';
  3268. this.parent = null;
  3269. this.children = [];
  3270. this.up = Object3D.DefaultUp.clone();
  3271. var position = new Vector3();
  3272. var rotation = new Euler();
  3273. var quaternion = new Quaternion();
  3274. var scale = new Vector3( 1, 1, 1 );
  3275. function onRotationChange() {
  3276. quaternion.setFromEuler( rotation, false );
  3277. }
  3278. function onQuaternionChange() {
  3279. rotation.setFromQuaternion( quaternion, undefined, false );
  3280. }
  3281. rotation._onChange( onRotationChange );
  3282. quaternion._onChange( onQuaternionChange );
  3283. Object.defineProperties( this, {
  3284. position: {
  3285. configurable: true,
  3286. enumerable: true,
  3287. value: position
  3288. },
  3289. rotation: {
  3290. configurable: true,
  3291. enumerable: true,
  3292. value: rotation
  3293. },
  3294. quaternion: {
  3295. configurable: true,
  3296. enumerable: true,
  3297. value: quaternion
  3298. },
  3299. scale: {
  3300. configurable: true,
  3301. enumerable: true,
  3302. value: scale
  3303. },
  3304. modelViewMatrix: {
  3305. value: new Matrix4()
  3306. },
  3307. normalMatrix: {
  3308. value: new Matrix3()
  3309. }
  3310. } );
  3311. this.matrix = new Matrix4();
  3312. this.matrixWorld = new Matrix4();
  3313. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3314. this.matrixWorldNeedsUpdate = false;
  3315. this.layers = new Layers();
  3316. this.visible = true;
  3317. this.castShadow = false;
  3318. this.receiveShadow = false;
  3319. this.frustumCulled = true;
  3320. this.renderOrder = 0;
  3321. this.userData = {};
  3322. }
  3323. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3324. Object3D.DefaultMatrixAutoUpdate = true;
  3325. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3326. constructor: Object3D,
  3327. isObject3D: true,
  3328. onBeforeRender: function () {},
  3329. onAfterRender: function () {},
  3330. applyMatrix4: function ( matrix ) {
  3331. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3332. this.matrix.premultiply( matrix );
  3333. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3334. },
  3335. applyQuaternion: function ( q ) {
  3336. this.quaternion.premultiply( q );
  3337. return this;
  3338. },
  3339. setRotationFromAxisAngle: function ( axis, angle ) {
  3340. // assumes axis is normalized
  3341. this.quaternion.setFromAxisAngle( axis, angle );
  3342. },
  3343. setRotationFromEuler: function ( euler ) {
  3344. this.quaternion.setFromEuler( euler, true );
  3345. },
  3346. setRotationFromMatrix: function ( m ) {
  3347. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3348. this.quaternion.setFromRotationMatrix( m );
  3349. },
  3350. setRotationFromQuaternion: function ( q ) {
  3351. // assumes q is normalized
  3352. this.quaternion.copy( q );
  3353. },
  3354. rotateOnAxis: function ( axis, angle ) {
  3355. // rotate object on axis in object space
  3356. // axis is assumed to be normalized
  3357. _q1.setFromAxisAngle( axis, angle );
  3358. this.quaternion.multiply( _q1 );
  3359. return this;
  3360. },
  3361. rotateOnWorldAxis: function ( axis, angle ) {
  3362. // rotate object on axis in world space
  3363. // axis is assumed to be normalized
  3364. // method assumes no rotated parent
  3365. _q1.setFromAxisAngle( axis, angle );
  3366. this.quaternion.premultiply( _q1 );
  3367. return this;
  3368. },
  3369. rotateX: function ( angle ) {
  3370. return this.rotateOnAxis( _xAxis, angle );
  3371. },
  3372. rotateY: function ( angle ) {
  3373. return this.rotateOnAxis( _yAxis, angle );
  3374. },
  3375. rotateZ: function ( angle ) {
  3376. return this.rotateOnAxis( _zAxis, angle );
  3377. },
  3378. translateOnAxis: function ( axis, distance ) {
  3379. // translate object by distance along axis in object space
  3380. // axis is assumed to be normalized
  3381. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3382. this.position.add( _v1$1.multiplyScalar( distance ) );
  3383. return this;
  3384. },
  3385. translateX: function ( distance ) {
  3386. return this.translateOnAxis( _xAxis, distance );
  3387. },
  3388. translateY: function ( distance ) {
  3389. return this.translateOnAxis( _yAxis, distance );
  3390. },
  3391. translateZ: function ( distance ) {
  3392. return this.translateOnAxis( _zAxis, distance );
  3393. },
  3394. localToWorld: function ( vector ) {
  3395. return vector.applyMatrix4( this.matrixWorld );
  3396. },
  3397. worldToLocal: function ( vector ) {
  3398. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3399. },
  3400. lookAt: function ( x, y, z ) {
  3401. // This method does not support objects having non-uniformly-scaled parent(s)
  3402. if ( x.isVector3 ) {
  3403. _target.copy( x );
  3404. } else {
  3405. _target.set( x, y, z );
  3406. }
  3407. var parent = this.parent;
  3408. this.updateWorldMatrix( true, false );
  3409. _position.setFromMatrixPosition( this.matrixWorld );
  3410. if ( this.isCamera || this.isLight ) {
  3411. _m1$1.lookAt( _position, _target, this.up );
  3412. } else {
  3413. _m1$1.lookAt( _target, _position, this.up );
  3414. }
  3415. this.quaternion.setFromRotationMatrix( _m1$1 );
  3416. if ( parent ) {
  3417. _m1$1.extractRotation( parent.matrixWorld );
  3418. _q1.setFromRotationMatrix( _m1$1 );
  3419. this.quaternion.premultiply( _q1.inverse() );
  3420. }
  3421. },
  3422. add: function ( object ) {
  3423. if ( arguments.length > 1 ) {
  3424. for ( var i = 0; i < arguments.length; i ++ ) {
  3425. this.add( arguments[ i ] );
  3426. }
  3427. return this;
  3428. }
  3429. if ( object === this ) {
  3430. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3431. return this;
  3432. }
  3433. if ( ( object && object.isObject3D ) ) {
  3434. if ( object.parent !== null ) {
  3435. object.parent.remove( object );
  3436. }
  3437. object.parent = this;
  3438. this.children.push( object );
  3439. object.dispatchEvent( _addedEvent );
  3440. } else {
  3441. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3442. }
  3443. return this;
  3444. },
  3445. remove: function ( object ) {
  3446. if ( arguments.length > 1 ) {
  3447. for ( var i = 0; i < arguments.length; i ++ ) {
  3448. this.remove( arguments[ i ] );
  3449. }
  3450. return this;
  3451. }
  3452. var index = this.children.indexOf( object );
  3453. if ( index !== - 1 ) {
  3454. object.parent = null;
  3455. this.children.splice( index, 1 );
  3456. object.dispatchEvent( _removedEvent );
  3457. }
  3458. return this;
  3459. },
  3460. attach: function ( object ) {
  3461. // adds object as a child of this, while maintaining the object's world transform
  3462. this.updateWorldMatrix( true, false );
  3463. _m1$1.getInverse( this.matrixWorld );
  3464. if ( object.parent !== null ) {
  3465. object.parent.updateWorldMatrix( true, false );
  3466. _m1$1.multiply( object.parent.matrixWorld );
  3467. }
  3468. object.applyMatrix4( _m1$1 );
  3469. object.updateWorldMatrix( false, false );
  3470. this.add( object );
  3471. return this;
  3472. },
  3473. getObjectById: function ( id ) {
  3474. return this.getObjectByProperty( 'id', id );
  3475. },
  3476. getObjectByName: function ( name ) {
  3477. return this.getObjectByProperty( 'name', name );
  3478. },
  3479. getObjectByProperty: function ( name, value ) {
  3480. if ( this[ name ] === value ) { return this; }
  3481. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3482. var child = this.children[ i ];
  3483. var object = child.getObjectByProperty( name, value );
  3484. if ( object !== undefined ) {
  3485. return object;
  3486. }
  3487. }
  3488. return undefined;
  3489. },
  3490. getWorldPosition: function ( target ) {
  3491. if ( target === undefined ) {
  3492. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3493. target = new Vector3();
  3494. }
  3495. this.updateMatrixWorld( true );
  3496. return target.setFromMatrixPosition( this.matrixWorld );
  3497. },
  3498. getWorldQuaternion: function ( target ) {
  3499. if ( target === undefined ) {
  3500. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3501. target = new Quaternion();
  3502. }
  3503. this.updateMatrixWorld( true );
  3504. this.matrixWorld.decompose( _position, target, _scale );
  3505. return target;
  3506. },
  3507. getWorldScale: function ( target ) {
  3508. if ( target === undefined ) {
  3509. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3510. target = new Vector3();
  3511. }
  3512. this.updateMatrixWorld( true );
  3513. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3514. return target;
  3515. },
  3516. getWorldDirection: function ( target ) {
  3517. if ( target === undefined ) {
  3518. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3519. target = new Vector3();
  3520. }
  3521. this.updateMatrixWorld( true );
  3522. var e = this.matrixWorld.elements;
  3523. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3524. },
  3525. raycast: function () {},
  3526. traverse: function ( callback ) {
  3527. callback( this );
  3528. var children = this.children;
  3529. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3530. children[ i ].traverse( callback );
  3531. }
  3532. },
  3533. traverseVisible: function ( callback ) {
  3534. if ( this.visible === false ) { return; }
  3535. callback( this );
  3536. var children = this.children;
  3537. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3538. children[ i ].traverseVisible( callback );
  3539. }
  3540. },
  3541. traverseAncestors: function ( callback ) {
  3542. var parent = this.parent;
  3543. if ( parent !== null ) {
  3544. callback( parent );
  3545. parent.traverseAncestors( callback );
  3546. }
  3547. },
  3548. updateMatrix: function () {
  3549. this.matrix.compose( this.position, this.quaternion, this.scale );
  3550. this.matrixWorldNeedsUpdate = true;
  3551. },
  3552. updateMatrixWorld: function ( force ) {
  3553. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3554. if ( this.matrixWorldNeedsUpdate || force ) {
  3555. if ( this.parent === null ) {
  3556. this.matrixWorld.copy( this.matrix );
  3557. } else {
  3558. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3559. }
  3560. this.matrixWorldNeedsUpdate = false;
  3561. force = true;
  3562. }
  3563. // update children
  3564. var children = this.children;
  3565. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3566. children[ i ].updateMatrixWorld( force );
  3567. }
  3568. },
  3569. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3570. var parent = this.parent;
  3571. if ( updateParents === true && parent !== null ) {
  3572. parent.updateWorldMatrix( true, false );
  3573. }
  3574. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3575. if ( this.parent === null ) {
  3576. this.matrixWorld.copy( this.matrix );
  3577. } else {
  3578. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3579. }
  3580. // update children
  3581. if ( updateChildren === true ) {
  3582. var children = this.children;
  3583. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3584. children[ i ].updateWorldMatrix( false, true );
  3585. }
  3586. }
  3587. },
  3588. toJSON: function ( meta ) {
  3589. // meta is a string when called from JSON.stringify
  3590. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3591. var output = {};
  3592. // meta is a hash used to collect geometries, materials.
  3593. // not providing it implies that this is the root object
  3594. // being serialized.
  3595. if ( isRootObject ) {
  3596. // initialize meta obj
  3597. meta = {
  3598. geometries: {},
  3599. materials: {},
  3600. textures: {},
  3601. images: {},
  3602. shapes: {}
  3603. };
  3604. output.metadata = {
  3605. version: 4.5,
  3606. type: 'Object',
  3607. generator: 'Object3D.toJSON'
  3608. };
  3609. }
  3610. // standard Object3D serialization
  3611. var object = {};
  3612. object.uuid = this.uuid;
  3613. object.type = this.type;
  3614. if ( this.name !== '' ) { object.name = this.name; }
  3615. if ( this.castShadow === true ) { object.castShadow = true; }
  3616. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3617. if ( this.visible === false ) { object.visible = false; }
  3618. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3619. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3620. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3621. object.layers = this.layers.mask;
  3622. object.matrix = this.matrix.toArray();
  3623. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3624. // object specific properties
  3625. if ( this.isInstancedMesh ) {
  3626. object.type = 'InstancedMesh';
  3627. object.count = this.count;
  3628. object.instanceMatrix = this.instanceMatrix.toJSON();
  3629. }
  3630. //
  3631. function serialize( library, element ) {
  3632. if ( library[ element.uuid ] === undefined ) {
  3633. library[ element.uuid ] = element.toJSON( meta );
  3634. }
  3635. return element.uuid;
  3636. }
  3637. if ( this.isMesh || this.isLine || this.isPoints ) {
  3638. object.geometry = serialize( meta.geometries, this.geometry );
  3639. var parameters = this.geometry.parameters;
  3640. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3641. var shapes = parameters.shapes;
  3642. if ( Array.isArray( shapes ) ) {
  3643. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3644. var shape = shapes[ i ];
  3645. serialize( meta.shapes, shape );
  3646. }
  3647. } else {
  3648. serialize( meta.shapes, shapes );
  3649. }
  3650. }
  3651. }
  3652. if ( this.material !== undefined ) {
  3653. if ( Array.isArray( this.material ) ) {
  3654. var uuids = [];
  3655. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3656. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3657. }
  3658. object.material = uuids;
  3659. } else {
  3660. object.material = serialize( meta.materials, this.material );
  3661. }
  3662. }
  3663. //
  3664. if ( this.children.length > 0 ) {
  3665. object.children = [];
  3666. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3667. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3668. }
  3669. }
  3670. if ( isRootObject ) {
  3671. var geometries = extractFromCache( meta.geometries );
  3672. var materials = extractFromCache( meta.materials );
  3673. var textures = extractFromCache( meta.textures );
  3674. var images = extractFromCache( meta.images );
  3675. var shapes$1 = extractFromCache( meta.shapes );
  3676. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3677. if ( materials.length > 0 ) { output.materials = materials; }
  3678. if ( textures.length > 0 ) { output.textures = textures; }
  3679. if ( images.length > 0 ) { output.images = images; }
  3680. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3681. }
  3682. output.object = object;
  3683. return output;
  3684. // extract data from the cache hash
  3685. // remove metadata on each item
  3686. // and return as array
  3687. function extractFromCache( cache ) {
  3688. var values = [];
  3689. for ( var key in cache ) {
  3690. var data = cache[ key ];
  3691. delete data.metadata;
  3692. values.push( data );
  3693. }
  3694. return values;
  3695. }
  3696. },
  3697. clone: function ( recursive ) {
  3698. return new this.constructor().copy( this, recursive );
  3699. },
  3700. copy: function ( source, recursive ) {
  3701. if ( recursive === undefined ) { recursive = true; }
  3702. this.name = source.name;
  3703. this.up.copy( source.up );
  3704. this.position.copy( source.position );
  3705. this.quaternion.copy( source.quaternion );
  3706. this.scale.copy( source.scale );
  3707. this.matrix.copy( source.matrix );
  3708. this.matrixWorld.copy( source.matrixWorld );
  3709. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3710. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3711. this.layers.mask = source.layers.mask;
  3712. this.visible = source.visible;
  3713. this.castShadow = source.castShadow;
  3714. this.receiveShadow = source.receiveShadow;
  3715. this.frustumCulled = source.frustumCulled;
  3716. this.renderOrder = source.renderOrder;
  3717. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3718. if ( recursive === true ) {
  3719. for ( var i = 0; i < source.children.length; i ++ ) {
  3720. var child = source.children[ i ];
  3721. this.add( child.clone() );
  3722. }
  3723. }
  3724. return this;
  3725. }
  3726. } );
  3727. /**
  3728. * @author mrdoob / http://mrdoob.com/
  3729. */
  3730. function Scene() {
  3731. Object3D.call( this );
  3732. this.type = 'Scene';
  3733. this.background = null;
  3734. this.environment = null;
  3735. this.fog = null;
  3736. this.overrideMaterial = null;
  3737. this.autoUpdate = true; // checked by the renderer
  3738. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3739. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3740. }
  3741. }
  3742. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3743. constructor: Scene,
  3744. isScene: true,
  3745. copy: function ( source, recursive ) {
  3746. Object3D.prototype.copy.call( this, source, recursive );
  3747. if ( source.background !== null ) { this.background = source.background.clone(); }
  3748. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3749. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3750. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3751. this.autoUpdate = source.autoUpdate;
  3752. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3753. return this;
  3754. },
  3755. toJSON: function ( meta ) {
  3756. var data = Object3D.prototype.toJSON.call( this, meta );
  3757. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3758. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3759. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3760. return data;
  3761. },
  3762. dispose: function () {
  3763. this.dispatchEvent( { type: 'dispose' } );
  3764. }
  3765. } );
  3766. var _points = [
  3767. new Vector3(),
  3768. new Vector3(),
  3769. new Vector3(),
  3770. new Vector3(),
  3771. new Vector3(),
  3772. new Vector3(),
  3773. new Vector3(),
  3774. new Vector3()
  3775. ];
  3776. var _vector$1 = new Vector3();
  3777. var _box = new Box3();
  3778. // triangle centered vertices
  3779. var _v0 = new Vector3();
  3780. var _v1$2 = new Vector3();
  3781. var _v2 = new Vector3();
  3782. // triangle edge vectors
  3783. var _f0 = new Vector3();
  3784. var _f1 = new Vector3();
  3785. var _f2 = new Vector3();
  3786. var _center = new Vector3();
  3787. var _extents = new Vector3();
  3788. var _triangleNormal = new Vector3();
  3789. var _testAxis = new Vector3();
  3790. /**
  3791. * @author bhouston / http://clara.io
  3792. * @author WestLangley / http://github.com/WestLangley
  3793. */
  3794. function Box3( min, max ) {
  3795. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3796. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3797. }
  3798. Object.assign( Box3.prototype, {
  3799. isBox3: true,
  3800. set: function ( min, max ) {
  3801. this.min.copy( min );
  3802. this.max.copy( max );
  3803. return this;
  3804. },
  3805. setFromArray: function ( array ) {
  3806. var minX = + Infinity;
  3807. var minY = + Infinity;
  3808. var minZ = + Infinity;
  3809. var maxX = - Infinity;
  3810. var maxY = - Infinity;
  3811. var maxZ = - Infinity;
  3812. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3813. var x = array[ i ];
  3814. var y = array[ i + 1 ];
  3815. var z = array[ i + 2 ];
  3816. if ( x < minX ) { minX = x; }
  3817. if ( y < minY ) { minY = y; }
  3818. if ( z < minZ ) { minZ = z; }
  3819. if ( x > maxX ) { maxX = x; }
  3820. if ( y > maxY ) { maxY = y; }
  3821. if ( z > maxZ ) { maxZ = z; }
  3822. }
  3823. this.min.set( minX, minY, minZ );
  3824. this.max.set( maxX, maxY, maxZ );
  3825. return this;
  3826. },
  3827. setFromBufferAttribute: function ( attribute ) {
  3828. var minX = + Infinity;
  3829. var minY = + Infinity;
  3830. var minZ = + Infinity;
  3831. var maxX = - Infinity;
  3832. var maxY = - Infinity;
  3833. var maxZ = - Infinity;
  3834. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3835. var x = attribute.getX( i );
  3836. var y = attribute.getY( i );
  3837. var z = attribute.getZ( i );
  3838. if ( x < minX ) { minX = x; }
  3839. if ( y < minY ) { minY = y; }
  3840. if ( z < minZ ) { minZ = z; }
  3841. if ( x > maxX ) { maxX = x; }
  3842. if ( y > maxY ) { maxY = y; }
  3843. if ( z > maxZ ) { maxZ = z; }
  3844. }
  3845. this.min.set( minX, minY, minZ );
  3846. this.max.set( maxX, maxY, maxZ );
  3847. return this;
  3848. },
  3849. setFromPoints: function ( points ) {
  3850. this.makeEmpty();
  3851. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3852. this.expandByPoint( points[ i ] );
  3853. }
  3854. return this;
  3855. },
  3856. setFromCenterAndSize: function ( center, size ) {
  3857. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3858. this.min.copy( center ).sub( halfSize );
  3859. this.max.copy( center ).add( halfSize );
  3860. return this;
  3861. },
  3862. setFromObject: function ( object ) {
  3863. this.makeEmpty();
  3864. return this.expandByObject( object );
  3865. },
  3866. clone: function () {
  3867. return new this.constructor().copy( this );
  3868. },
  3869. copy: function ( box ) {
  3870. this.min.copy( box.min );
  3871. this.max.copy( box.max );
  3872. return this;
  3873. },
  3874. makeEmpty: function () {
  3875. this.min.x = this.min.y = this.min.z = + Infinity;
  3876. this.max.x = this.max.y = this.max.z = - Infinity;
  3877. return this;
  3878. },
  3879. isEmpty: function () {
  3880. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3881. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3882. },
  3883. getCenter: function ( target ) {
  3884. if ( target === undefined ) {
  3885. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3886. target = new Vector3();
  3887. }
  3888. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3889. },
  3890. getSize: function ( target ) {
  3891. if ( target === undefined ) {
  3892. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3893. target = new Vector3();
  3894. }
  3895. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3896. },
  3897. expandByPoint: function ( point ) {
  3898. this.min.min( point );
  3899. this.max.max( point );
  3900. return this;
  3901. },
  3902. expandByVector: function ( vector ) {
  3903. this.min.sub( vector );
  3904. this.max.add( vector );
  3905. return this;
  3906. },
  3907. expandByScalar: function ( scalar ) {
  3908. this.min.addScalar( - scalar );
  3909. this.max.addScalar( scalar );
  3910. return this;
  3911. },
  3912. expandByObject: function ( object ) {
  3913. // Computes the world-axis-aligned bounding box of an object (including its children),
  3914. // accounting for both the object's, and children's, world transforms
  3915. object.updateWorldMatrix( false, false );
  3916. var geometry = object.geometry;
  3917. if ( geometry !== undefined ) {
  3918. if ( geometry.boundingBox === null ) {
  3919. geometry.computeBoundingBox();
  3920. }
  3921. _box.copy( geometry.boundingBox );
  3922. _box.applyMatrix4( object.matrixWorld );
  3923. this.union( _box );
  3924. }
  3925. var children = object.children;
  3926. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3927. this.expandByObject( children[ i ] );
  3928. }
  3929. return this;
  3930. },
  3931. containsPoint: function ( point ) {
  3932. return point.x < this.min.x || point.x > this.max.x ||
  3933. point.y < this.min.y || point.y > this.max.y ||
  3934. point.z < this.min.z || point.z > this.max.z ? false : true;
  3935. },
  3936. containsBox: function ( box ) {
  3937. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3938. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3939. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3940. },
  3941. getParameter: function ( point, target ) {
  3942. // This can potentially have a divide by zero if the box
  3943. // has a size dimension of 0.
  3944. if ( target === undefined ) {
  3945. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3946. target = new Vector3();
  3947. }
  3948. return target.set(
  3949. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3950. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3951. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3952. );
  3953. },
  3954. intersectsBox: function ( box ) {
  3955. // using 6 splitting planes to rule out intersections.
  3956. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3957. box.max.y < this.min.y || box.min.y > this.max.y ||
  3958. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3959. },
  3960. intersectsSphere: function ( sphere ) {
  3961. // Find the point on the AABB closest to the sphere center.
  3962. this.clampPoint( sphere.center, _vector$1 );
  3963. // If that point is inside the sphere, the AABB and sphere intersect.
  3964. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3965. },
  3966. intersectsPlane: function ( plane ) {
  3967. // We compute the minimum and maximum dot product values. If those values
  3968. // are on the same side (back or front) of the plane, then there is no intersection.
  3969. var min, max;
  3970. if ( plane.normal.x > 0 ) {
  3971. min = plane.normal.x * this.min.x;
  3972. max = plane.normal.x * this.max.x;
  3973. } else {
  3974. min = plane.normal.x * this.max.x;
  3975. max = plane.normal.x * this.min.x;
  3976. }
  3977. if ( plane.normal.y > 0 ) {
  3978. min += plane.normal.y * this.min.y;
  3979. max += plane.normal.y * this.max.y;
  3980. } else {
  3981. min += plane.normal.y * this.max.y;
  3982. max += plane.normal.y * this.min.y;
  3983. }
  3984. if ( plane.normal.z > 0 ) {
  3985. min += plane.normal.z * this.min.z;
  3986. max += plane.normal.z * this.max.z;
  3987. } else {
  3988. min += plane.normal.z * this.max.z;
  3989. max += plane.normal.z * this.min.z;
  3990. }
  3991. return ( min <= - plane.constant && max >= - plane.constant );
  3992. },
  3993. intersectsTriangle: function ( triangle ) {
  3994. if ( this.isEmpty() ) {
  3995. return false;
  3996. }
  3997. // compute box center and extents
  3998. this.getCenter( _center );
  3999. _extents.subVectors( this.max, _center );
  4000. // translate triangle to aabb origin
  4001. _v0.subVectors( triangle.a, _center );
  4002. _v1$2.subVectors( triangle.b, _center );
  4003. _v2.subVectors( triangle.c, _center );
  4004. // compute edge vectors for triangle
  4005. _f0.subVectors( _v1$2, _v0 );
  4006. _f1.subVectors( _v2, _v1$2 );
  4007. _f2.subVectors( _v0, _v2 );
  4008. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4009. // 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
  4010. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4011. var axes = [
  4012. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4013. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4014. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4015. ];
  4016. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4017. return false;
  4018. }
  4019. // test 3 face normals from the aabb
  4020. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4021. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4022. return false;
  4023. }
  4024. // finally testing the face normal of the triangle
  4025. // use already existing triangle edge vectors here
  4026. _triangleNormal.crossVectors( _f0, _f1 );
  4027. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4028. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4029. },
  4030. clampPoint: function ( point, target ) {
  4031. if ( target === undefined ) {
  4032. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4033. target = new Vector3();
  4034. }
  4035. return target.copy( point ).clamp( this.min, this.max );
  4036. },
  4037. distanceToPoint: function ( point ) {
  4038. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4039. return clampedPoint.sub( point ).length();
  4040. },
  4041. getBoundingSphere: function ( target ) {
  4042. if ( target === undefined ) {
  4043. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4044. //target = new Sphere(); // removed to avoid cyclic dependency
  4045. }
  4046. this.getCenter( target.center );
  4047. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4048. return target;
  4049. },
  4050. intersect: function ( box ) {
  4051. this.min.max( box.min );
  4052. this.max.min( box.max );
  4053. // 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.
  4054. if ( this.isEmpty() ) { this.makeEmpty(); }
  4055. return this;
  4056. },
  4057. union: function ( box ) {
  4058. this.min.min( box.min );
  4059. this.max.max( box.max );
  4060. return this;
  4061. },
  4062. applyMatrix4: function ( matrix ) {
  4063. // transform of empty box is an empty box.
  4064. if ( this.isEmpty() ) { return this; }
  4065. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4066. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4067. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4068. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4069. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4070. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4071. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4072. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4073. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4074. this.setFromPoints( _points );
  4075. return this;
  4076. },
  4077. translate: function ( offset ) {
  4078. this.min.add( offset );
  4079. this.max.add( offset );
  4080. return this;
  4081. },
  4082. equals: function ( box ) {
  4083. return box.min.equals( this.min ) && box.max.equals( this.max );
  4084. }
  4085. } );
  4086. function satForAxes( axes, v0, v1, v2, extents ) {
  4087. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4088. _testAxis.fromArray( axes, i );
  4089. // project the aabb onto the seperating axis
  4090. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4091. // project all 3 vertices of the triangle onto the seperating axis
  4092. var p0 = v0.dot( _testAxis );
  4093. var p1 = v1.dot( _testAxis );
  4094. var p2 = v2.dot( _testAxis );
  4095. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4096. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4097. // points of the projected triangle are outside the projected half-length of the aabb
  4098. // the axis is seperating and we can exit
  4099. return false;
  4100. }
  4101. }
  4102. return true;
  4103. }
  4104. var _box$1 = new Box3();
  4105. /**
  4106. * @author bhouston / http://clara.io
  4107. * @author mrdoob / http://mrdoob.com/
  4108. */
  4109. function Sphere( center, radius ) {
  4110. this.center = ( center !== undefined ) ? center : new Vector3();
  4111. this.radius = ( radius !== undefined ) ? radius : - 1;
  4112. }
  4113. Object.assign( Sphere.prototype, {
  4114. set: function ( center, radius ) {
  4115. this.center.copy( center );
  4116. this.radius = radius;
  4117. return this;
  4118. },
  4119. setFromPoints: function ( points, optionalCenter ) {
  4120. var center = this.center;
  4121. if ( optionalCenter !== undefined ) {
  4122. center.copy( optionalCenter );
  4123. } else {
  4124. _box$1.setFromPoints( points ).getCenter( center );
  4125. }
  4126. var maxRadiusSq = 0;
  4127. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4128. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4129. }
  4130. this.radius = Math.sqrt( maxRadiusSq );
  4131. return this;
  4132. },
  4133. clone: function () {
  4134. return new this.constructor().copy( this );
  4135. },
  4136. copy: function ( sphere ) {
  4137. this.center.copy( sphere.center );
  4138. this.radius = sphere.radius;
  4139. return this;
  4140. },
  4141. isEmpty: function () {
  4142. return ( this.radius < 0 );
  4143. },
  4144. makeEmpty: function () {
  4145. this.center.set( 0, 0, 0 );
  4146. this.radius = - 1;
  4147. return this;
  4148. },
  4149. containsPoint: function ( point ) {
  4150. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4151. },
  4152. distanceToPoint: function ( point ) {
  4153. return ( point.distanceTo( this.center ) - this.radius );
  4154. },
  4155. intersectsSphere: function ( sphere ) {
  4156. var radiusSum = this.radius + sphere.radius;
  4157. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4158. },
  4159. intersectsBox: function ( box ) {
  4160. return box.intersectsSphere( this );
  4161. },
  4162. intersectsPlane: function ( plane ) {
  4163. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4164. },
  4165. clampPoint: function ( point, target ) {
  4166. var deltaLengthSq = this.center.distanceToSquared( point );
  4167. if ( target === undefined ) {
  4168. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4169. target = new Vector3();
  4170. }
  4171. target.copy( point );
  4172. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4173. target.sub( this.center ).normalize();
  4174. target.multiplyScalar( this.radius ).add( this.center );
  4175. }
  4176. return target;
  4177. },
  4178. getBoundingBox: function ( target ) {
  4179. if ( target === undefined ) {
  4180. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4181. target = new Box3();
  4182. }
  4183. if ( this.isEmpty() ) {
  4184. // Empty sphere produces empty bounding box
  4185. target.makeEmpty();
  4186. return target;
  4187. }
  4188. target.set( this.center, this.center );
  4189. target.expandByScalar( this.radius );
  4190. return target;
  4191. },
  4192. applyMatrix4: function ( matrix ) {
  4193. this.center.applyMatrix4( matrix );
  4194. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4195. return this;
  4196. },
  4197. translate: function ( offset ) {
  4198. this.center.add( offset );
  4199. return this;
  4200. },
  4201. equals: function ( sphere ) {
  4202. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4203. }
  4204. } );
  4205. var _vector$2 = new Vector3();
  4206. var _segCenter = new Vector3();
  4207. var _segDir = new Vector3();
  4208. var _diff = new Vector3();
  4209. var _edge1 = new Vector3();
  4210. var _edge2 = new Vector3();
  4211. var _normal = new Vector3();
  4212. /**
  4213. * @author bhouston / http://clara.io
  4214. */
  4215. function Ray( origin, direction ) {
  4216. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4217. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4218. }
  4219. Object.assign( Ray.prototype, {
  4220. set: function ( origin, direction ) {
  4221. this.origin.copy( origin );
  4222. this.direction.copy( direction );
  4223. return this;
  4224. },
  4225. clone: function () {
  4226. return new this.constructor().copy( this );
  4227. },
  4228. copy: function ( ray ) {
  4229. this.origin.copy( ray.origin );
  4230. this.direction.copy( ray.direction );
  4231. return this;
  4232. },
  4233. at: function ( t, target ) {
  4234. if ( target === undefined ) {
  4235. console.warn( 'THREE.Ray: .at() target is now required' );
  4236. target = new Vector3();
  4237. }
  4238. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4239. },
  4240. lookAt: function ( v ) {
  4241. this.direction.copy( v ).sub( this.origin ).normalize();
  4242. return this;
  4243. },
  4244. recast: function ( t ) {
  4245. this.origin.copy( this.at( t, _vector$2 ) );
  4246. return this;
  4247. },
  4248. closestPointToPoint: function ( point, target ) {
  4249. if ( target === undefined ) {
  4250. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4251. target = new Vector3();
  4252. }
  4253. target.subVectors( point, this.origin );
  4254. var directionDistance = target.dot( this.direction );
  4255. if ( directionDistance < 0 ) {
  4256. return target.copy( this.origin );
  4257. }
  4258. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4259. },
  4260. distanceToPoint: function ( point ) {
  4261. return Math.sqrt( this.distanceSqToPoint( point ) );
  4262. },
  4263. distanceSqToPoint: function ( point ) {
  4264. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4265. // point behind the ray
  4266. if ( directionDistance < 0 ) {
  4267. return this.origin.distanceToSquared( point );
  4268. }
  4269. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4270. return _vector$2.distanceToSquared( point );
  4271. },
  4272. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4273. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4274. // It returns the min distance between the ray and the segment
  4275. // defined by v0 and v1
  4276. // It can also set two optional targets :
  4277. // - The closest point on the ray
  4278. // - The closest point on the segment
  4279. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4280. _segDir.copy( v1 ).sub( v0 ).normalize();
  4281. _diff.copy( this.origin ).sub( _segCenter );
  4282. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4283. var a01 = - this.direction.dot( _segDir );
  4284. var b0 = _diff.dot( this.direction );
  4285. var b1 = - _diff.dot( _segDir );
  4286. var c = _diff.lengthSq();
  4287. var det = Math.abs( 1 - a01 * a01 );
  4288. var s0, s1, sqrDist, extDet;
  4289. if ( det > 0 ) {
  4290. // The ray and segment are not parallel.
  4291. s0 = a01 * b1 - b0;
  4292. s1 = a01 * b0 - b1;
  4293. extDet = segExtent * det;
  4294. if ( s0 >= 0 ) {
  4295. if ( s1 >= - extDet ) {
  4296. if ( s1 <= extDet ) {
  4297. // region 0
  4298. // Minimum at interior points of ray and segment.
  4299. var invDet = 1 / det;
  4300. s0 *= invDet;
  4301. s1 *= invDet;
  4302. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4303. } else {
  4304. // region 1
  4305. s1 = segExtent;
  4306. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4307. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4308. }
  4309. } else {
  4310. // region 5
  4311. s1 = - segExtent;
  4312. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4313. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4314. }
  4315. } else {
  4316. if ( s1 <= - extDet ) {
  4317. // region 4
  4318. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4319. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4320. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4321. } else if ( s1 <= extDet ) {
  4322. // region 3
  4323. s0 = 0;
  4324. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4325. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4326. } else {
  4327. // region 2
  4328. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4329. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4330. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4331. }
  4332. }
  4333. } else {
  4334. // Ray and segment are parallel.
  4335. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4336. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4337. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4338. }
  4339. if ( optionalPointOnRay ) {
  4340. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4341. }
  4342. if ( optionalPointOnSegment ) {
  4343. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4344. }
  4345. return sqrDist;
  4346. },
  4347. intersectSphere: function ( sphere, target ) {
  4348. _vector$2.subVectors( sphere.center, this.origin );
  4349. var tca = _vector$2.dot( this.direction );
  4350. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4351. var radius2 = sphere.radius * sphere.radius;
  4352. if ( d2 > radius2 ) { return null; }
  4353. var thc = Math.sqrt( radius2 - d2 );
  4354. // t0 = first intersect point - entrance on front of sphere
  4355. var t0 = tca - thc;
  4356. // t1 = second intersect point - exit point on back of sphere
  4357. var t1 = tca + thc;
  4358. // test to see if both t0 and t1 are behind the ray - if so, return null
  4359. if ( t0 < 0 && t1 < 0 ) { return null; }
  4360. // test to see if t0 is behind the ray:
  4361. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4362. // in order to always return an intersect point that is in front of the ray.
  4363. if ( t0 < 0 ) { return this.at( t1, target ); }
  4364. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4365. return this.at( t0, target );
  4366. },
  4367. intersectsSphere: function ( sphere ) {
  4368. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4369. },
  4370. distanceToPlane: function ( plane ) {
  4371. var denominator = plane.normal.dot( this.direction );
  4372. if ( denominator === 0 ) {
  4373. // line is coplanar, return origin
  4374. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4375. return 0;
  4376. }
  4377. // Null is preferable to undefined since undefined means.... it is undefined
  4378. return null;
  4379. }
  4380. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4381. // Return if the ray never intersects the plane
  4382. return t >= 0 ? t : null;
  4383. },
  4384. intersectPlane: function ( plane, target ) {
  4385. var t = this.distanceToPlane( plane );
  4386. if ( t === null ) {
  4387. return null;
  4388. }
  4389. return this.at( t, target );
  4390. },
  4391. intersectsPlane: function ( plane ) {
  4392. // check if the ray lies on the plane first
  4393. var distToPoint = plane.distanceToPoint( this.origin );
  4394. if ( distToPoint === 0 ) {
  4395. return true;
  4396. }
  4397. var denominator = plane.normal.dot( this.direction );
  4398. if ( denominator * distToPoint < 0 ) {
  4399. return true;
  4400. }
  4401. // ray origin is behind the plane (and is pointing behind it)
  4402. return false;
  4403. },
  4404. intersectBox: function ( box, target ) {
  4405. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4406. var invdirx = 1 / this.direction.x,
  4407. invdiry = 1 / this.direction.y,
  4408. invdirz = 1 / this.direction.z;
  4409. var origin = this.origin;
  4410. if ( invdirx >= 0 ) {
  4411. tmin = ( box.min.x - origin.x ) * invdirx;
  4412. tmax = ( box.max.x - origin.x ) * invdirx;
  4413. } else {
  4414. tmin = ( box.max.x - origin.x ) * invdirx;
  4415. tmax = ( box.min.x - origin.x ) * invdirx;
  4416. }
  4417. if ( invdiry >= 0 ) {
  4418. tymin = ( box.min.y - origin.y ) * invdiry;
  4419. tymax = ( box.max.y - origin.y ) * invdiry;
  4420. } else {
  4421. tymin = ( box.max.y - origin.y ) * invdiry;
  4422. tymax = ( box.min.y - origin.y ) * invdiry;
  4423. }
  4424. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4425. // These lines also handle the case where tmin or tmax is NaN
  4426. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4427. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4428. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4429. if ( invdirz >= 0 ) {
  4430. tzmin = ( box.min.z - origin.z ) * invdirz;
  4431. tzmax = ( box.max.z - origin.z ) * invdirz;
  4432. } else {
  4433. tzmin = ( box.max.z - origin.z ) * invdirz;
  4434. tzmax = ( box.min.z - origin.z ) * invdirz;
  4435. }
  4436. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4437. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4438. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4439. //return point closest to the ray (positive side)
  4440. if ( tmax < 0 ) { return null; }
  4441. return this.at( tmin >= 0 ? tmin : tmax, target );
  4442. },
  4443. intersectsBox: function ( box ) {
  4444. return this.intersectBox( box, _vector$2 ) !== null;
  4445. },
  4446. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4447. // Compute the offset origin, edges, and normal.
  4448. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4449. _edge1.subVectors( b, a );
  4450. _edge2.subVectors( c, a );
  4451. _normal.crossVectors( _edge1, _edge2 );
  4452. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4453. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4454. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4455. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4456. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4457. var DdN = this.direction.dot( _normal );
  4458. var sign;
  4459. if ( DdN > 0 ) {
  4460. if ( backfaceCulling ) { return null; }
  4461. sign = 1;
  4462. } else if ( DdN < 0 ) {
  4463. sign = - 1;
  4464. DdN = - DdN;
  4465. } else {
  4466. return null;
  4467. }
  4468. _diff.subVectors( this.origin, a );
  4469. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4470. // b1 < 0, no intersection
  4471. if ( DdQxE2 < 0 ) {
  4472. return null;
  4473. }
  4474. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4475. // b2 < 0, no intersection
  4476. if ( DdE1xQ < 0 ) {
  4477. return null;
  4478. }
  4479. // b1+b2 > 1, no intersection
  4480. if ( DdQxE2 + DdE1xQ > DdN ) {
  4481. return null;
  4482. }
  4483. // Line intersects triangle, check if ray does.
  4484. var QdN = - sign * _diff.dot( _normal );
  4485. // t < 0, no intersection
  4486. if ( QdN < 0 ) {
  4487. return null;
  4488. }
  4489. // Ray intersects triangle.
  4490. return this.at( QdN / DdN, target );
  4491. },
  4492. applyMatrix4: function ( matrix4 ) {
  4493. this.origin.applyMatrix4( matrix4 );
  4494. this.direction.transformDirection( matrix4 );
  4495. return this;
  4496. },
  4497. equals: function ( ray ) {
  4498. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4499. }
  4500. } );
  4501. /**
  4502. * @author bhouston / http://clara.io
  4503. */
  4504. var _vector1 = new Vector3();
  4505. var _vector2 = new Vector3();
  4506. var _normalMatrix = new Matrix3();
  4507. function Plane( normal, constant ) {
  4508. // normal is assumed to be normalized
  4509. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4510. this.constant = ( constant !== undefined ) ? constant : 0;
  4511. }
  4512. Object.assign( Plane.prototype, {
  4513. isPlane: true,
  4514. set: function ( normal, constant ) {
  4515. this.normal.copy( normal );
  4516. this.constant = constant;
  4517. return this;
  4518. },
  4519. setComponents: function ( x, y, z, w ) {
  4520. this.normal.set( x, y, z );
  4521. this.constant = w;
  4522. return this;
  4523. },
  4524. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4525. this.normal.copy( normal );
  4526. this.constant = - point.dot( this.normal );
  4527. return this;
  4528. },
  4529. setFromCoplanarPoints: function ( a, b, c ) {
  4530. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4531. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4532. this.setFromNormalAndCoplanarPoint( normal, a );
  4533. return this;
  4534. },
  4535. clone: function () {
  4536. return new this.constructor().copy( this );
  4537. },
  4538. copy: function ( plane ) {
  4539. this.normal.copy( plane.normal );
  4540. this.constant = plane.constant;
  4541. return this;
  4542. },
  4543. normalize: function () {
  4544. // Note: will lead to a divide by zero if the plane is invalid.
  4545. var inverseNormalLength = 1.0 / this.normal.length();
  4546. this.normal.multiplyScalar( inverseNormalLength );
  4547. this.constant *= inverseNormalLength;
  4548. return this;
  4549. },
  4550. negate: function () {
  4551. this.constant *= - 1;
  4552. this.normal.negate();
  4553. return this;
  4554. },
  4555. distanceToPoint: function ( point ) {
  4556. return this.normal.dot( point ) + this.constant;
  4557. },
  4558. distanceToSphere: function ( sphere ) {
  4559. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4560. },
  4561. projectPoint: function ( point, target ) {
  4562. if ( target === undefined ) {
  4563. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4564. target = new Vector3();
  4565. }
  4566. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4567. },
  4568. intersectLine: function ( line, target ) {
  4569. if ( target === undefined ) {
  4570. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4571. target = new Vector3();
  4572. }
  4573. var direction = line.delta( _vector1 );
  4574. var denominator = this.normal.dot( direction );
  4575. if ( denominator === 0 ) {
  4576. // line is coplanar, return origin
  4577. if ( this.distanceToPoint( line.start ) === 0 ) {
  4578. return target.copy( line.start );
  4579. }
  4580. // Unsure if this is the correct method to handle this case.
  4581. return undefined;
  4582. }
  4583. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4584. if ( t < 0 || t > 1 ) {
  4585. return undefined;
  4586. }
  4587. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4588. },
  4589. intersectsLine: function ( line ) {
  4590. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4591. var startSign = this.distanceToPoint( line.start );
  4592. var endSign = this.distanceToPoint( line.end );
  4593. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4594. },
  4595. intersectsBox: function ( box ) {
  4596. return box.intersectsPlane( this );
  4597. },
  4598. intersectsSphere: function ( sphere ) {
  4599. return sphere.intersectsPlane( this );
  4600. },
  4601. coplanarPoint: function ( target ) {
  4602. if ( target === undefined ) {
  4603. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4604. target = new Vector3();
  4605. }
  4606. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4607. },
  4608. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4609. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4610. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4611. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4612. this.constant = - referencePoint.dot( normal );
  4613. return this;
  4614. },
  4615. translate: function ( offset ) {
  4616. this.constant -= offset.dot( this.normal );
  4617. return this;
  4618. },
  4619. equals: function ( plane ) {
  4620. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4621. }
  4622. } );
  4623. /**
  4624. * @author bhouston / http://clara.io
  4625. * @author mrdoob / http://mrdoob.com/
  4626. */
  4627. var _v0$1 = new Vector3();
  4628. var _v1$3 = new Vector3();
  4629. var _v2$1 = new Vector3();
  4630. var _v3 = new Vector3();
  4631. var _vab = new Vector3();
  4632. var _vac = new Vector3();
  4633. var _vbc = new Vector3();
  4634. var _vap = new Vector3();
  4635. var _vbp = new Vector3();
  4636. var _vcp = new Vector3();
  4637. function Triangle( a, b, c ) {
  4638. this.a = ( a !== undefined ) ? a : new Vector3();
  4639. this.b = ( b !== undefined ) ? b : new Vector3();
  4640. this.c = ( c !== undefined ) ? c : new Vector3();
  4641. }
  4642. Object.assign( Triangle, {
  4643. getNormal: function ( a, b, c, target ) {
  4644. if ( target === undefined ) {
  4645. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4646. target = new Vector3();
  4647. }
  4648. target.subVectors( c, b );
  4649. _v0$1.subVectors( a, b );
  4650. target.cross( _v0$1 );
  4651. var targetLengthSq = target.lengthSq();
  4652. if ( targetLengthSq > 0 ) {
  4653. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4654. }
  4655. return target.set( 0, 0, 0 );
  4656. },
  4657. // static/instance method to calculate barycentric coordinates
  4658. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4659. getBarycoord: function ( point, a, b, c, target ) {
  4660. _v0$1.subVectors( c, a );
  4661. _v1$3.subVectors( b, a );
  4662. _v2$1.subVectors( point, a );
  4663. var dot00 = _v0$1.dot( _v0$1 );
  4664. var dot01 = _v0$1.dot( _v1$3 );
  4665. var dot02 = _v0$1.dot( _v2$1 );
  4666. var dot11 = _v1$3.dot( _v1$3 );
  4667. var dot12 = _v1$3.dot( _v2$1 );
  4668. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4669. if ( target === undefined ) {
  4670. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4671. target = new Vector3();
  4672. }
  4673. // collinear or singular triangle
  4674. if ( denom === 0 ) {
  4675. // arbitrary location outside of triangle?
  4676. // not sure if this is the best idea, maybe should be returning undefined
  4677. return target.set( - 2, - 1, - 1 );
  4678. }
  4679. var invDenom = 1 / denom;
  4680. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4681. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4682. // barycentric coordinates must always sum to 1
  4683. return target.set( 1 - u - v, v, u );
  4684. },
  4685. containsPoint: function ( point, a, b, c ) {
  4686. Triangle.getBarycoord( point, a, b, c, _v3 );
  4687. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4688. },
  4689. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4690. this.getBarycoord( point, p1, p2, p3, _v3 );
  4691. target.set( 0, 0 );
  4692. target.addScaledVector( uv1, _v3.x );
  4693. target.addScaledVector( uv2, _v3.y );
  4694. target.addScaledVector( uv3, _v3.z );
  4695. return target;
  4696. },
  4697. isFrontFacing: function ( a, b, c, direction ) {
  4698. _v0$1.subVectors( c, b );
  4699. _v1$3.subVectors( a, b );
  4700. // strictly front facing
  4701. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4702. }
  4703. } );
  4704. Object.assign( Triangle.prototype, {
  4705. set: function ( a, b, c ) {
  4706. this.a.copy( a );
  4707. this.b.copy( b );
  4708. this.c.copy( c );
  4709. return this;
  4710. },
  4711. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4712. this.a.copy( points[ i0 ] );
  4713. this.b.copy( points[ i1 ] );
  4714. this.c.copy( points[ i2 ] );
  4715. return this;
  4716. },
  4717. clone: function () {
  4718. return new this.constructor().copy( this );
  4719. },
  4720. copy: function ( triangle ) {
  4721. this.a.copy( triangle.a );
  4722. this.b.copy( triangle.b );
  4723. this.c.copy( triangle.c );
  4724. return this;
  4725. },
  4726. getArea: function () {
  4727. _v0$1.subVectors( this.c, this.b );
  4728. _v1$3.subVectors( this.a, this.b );
  4729. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4730. },
  4731. getMidpoint: function ( target ) {
  4732. if ( target === undefined ) {
  4733. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4734. target = new Vector3();
  4735. }
  4736. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4737. },
  4738. getNormal: function ( target ) {
  4739. return Triangle.getNormal( this.a, this.b, this.c, target );
  4740. },
  4741. getPlane: function ( target ) {
  4742. if ( target === undefined ) {
  4743. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4744. target = new Plane();
  4745. }
  4746. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4747. },
  4748. getBarycoord: function ( point, target ) {
  4749. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4750. },
  4751. getUV: function ( point, uv1, uv2, uv3, target ) {
  4752. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4753. },
  4754. containsPoint: function ( point ) {
  4755. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4756. },
  4757. isFrontFacing: function ( direction ) {
  4758. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4759. },
  4760. intersectsBox: function ( box ) {
  4761. return box.intersectsTriangle( this );
  4762. },
  4763. closestPointToPoint: function ( p, target ) {
  4764. if ( target === undefined ) {
  4765. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4766. target = new Vector3();
  4767. }
  4768. var a = this.a, b = this.b, c = this.c;
  4769. var v, w;
  4770. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4771. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4772. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4773. // basically, we're distinguishing which of the voronoi regions of the triangle
  4774. // the point lies in with the minimum amount of redundant computation.
  4775. _vab.subVectors( b, a );
  4776. _vac.subVectors( c, a );
  4777. _vap.subVectors( p, a );
  4778. var d1 = _vab.dot( _vap );
  4779. var d2 = _vac.dot( _vap );
  4780. if ( d1 <= 0 && d2 <= 0 ) {
  4781. // vertex region of A; barycentric coords (1, 0, 0)
  4782. return target.copy( a );
  4783. }
  4784. _vbp.subVectors( p, b );
  4785. var d3 = _vab.dot( _vbp );
  4786. var d4 = _vac.dot( _vbp );
  4787. if ( d3 >= 0 && d4 <= d3 ) {
  4788. // vertex region of B; barycentric coords (0, 1, 0)
  4789. return target.copy( b );
  4790. }
  4791. var vc = d1 * d4 - d3 * d2;
  4792. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4793. v = d1 / ( d1 - d3 );
  4794. // edge region of AB; barycentric coords (1-v, v, 0)
  4795. return target.copy( a ).addScaledVector( _vab, v );
  4796. }
  4797. _vcp.subVectors( p, c );
  4798. var d5 = _vab.dot( _vcp );
  4799. var d6 = _vac.dot( _vcp );
  4800. if ( d6 >= 0 && d5 <= d6 ) {
  4801. // vertex region of C; barycentric coords (0, 0, 1)
  4802. return target.copy( c );
  4803. }
  4804. var vb = d5 * d2 - d1 * d6;
  4805. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4806. w = d2 / ( d2 - d6 );
  4807. // edge region of AC; barycentric coords (1-w, 0, w)
  4808. return target.copy( a ).addScaledVector( _vac, w );
  4809. }
  4810. var va = d3 * d6 - d5 * d4;
  4811. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4812. _vbc.subVectors( c, b );
  4813. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4814. // edge region of BC; barycentric coords (0, 1-w, w)
  4815. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4816. }
  4817. // face region
  4818. var denom = 1 / ( va + vb + vc );
  4819. // u = va * denom
  4820. v = vb * denom;
  4821. w = vc * denom;
  4822. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4823. },
  4824. equals: function ( triangle ) {
  4825. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4826. }
  4827. } );
  4828. /**
  4829. * @author mrdoob / http://mrdoob.com/
  4830. */
  4831. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4832. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4833. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4834. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4835. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4836. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4837. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4838. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4839. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4840. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4841. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4842. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4843. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4844. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4845. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4846. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4847. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4848. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4849. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4850. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4851. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4852. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4853. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4854. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4855. var _hslA = { h: 0, s: 0, l: 0 };
  4856. var _hslB = { h: 0, s: 0, l: 0 };
  4857. function Color( r, g, b ) {
  4858. if ( g === undefined && b === undefined ) {
  4859. // r is THREE.Color, hex or string
  4860. return this.set( r );
  4861. }
  4862. return this.setRGB( r, g, b );
  4863. }
  4864. function hue2rgb( p, q, t ) {
  4865. if ( t < 0 ) { t += 1; }
  4866. if ( t > 1 ) { t -= 1; }
  4867. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4868. if ( t < 1 / 2 ) { return q; }
  4869. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4870. return p;
  4871. }
  4872. function SRGBToLinear( c ) {
  4873. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4874. }
  4875. function LinearToSRGB( c ) {
  4876. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4877. }
  4878. Object.assign( Color.prototype, {
  4879. isColor: true,
  4880. r: 1, g: 1, b: 1,
  4881. set: function ( value ) {
  4882. if ( value && value.isColor ) {
  4883. this.copy( value );
  4884. } else if ( typeof value === 'number' ) {
  4885. this.setHex( value );
  4886. } else if ( typeof value === 'string' ) {
  4887. this.setStyle( value );
  4888. }
  4889. return this;
  4890. },
  4891. setScalar: function ( scalar ) {
  4892. this.r = scalar;
  4893. this.g = scalar;
  4894. this.b = scalar;
  4895. return this;
  4896. },
  4897. setHex: function ( hex ) {
  4898. hex = Math.floor( hex );
  4899. this.r = ( hex >> 16 & 255 ) / 255;
  4900. this.g = ( hex >> 8 & 255 ) / 255;
  4901. this.b = ( hex & 255 ) / 255;
  4902. return this;
  4903. },
  4904. setRGB: function ( r, g, b ) {
  4905. this.r = r;
  4906. this.g = g;
  4907. this.b = b;
  4908. return this;
  4909. },
  4910. setHSL: function ( h, s, l ) {
  4911. // h,s,l ranges are in 0.0 - 1.0
  4912. h = MathUtils.euclideanModulo( h, 1 );
  4913. s = MathUtils.clamp( s, 0, 1 );
  4914. l = MathUtils.clamp( l, 0, 1 );
  4915. if ( s === 0 ) {
  4916. this.r = this.g = this.b = l;
  4917. } else {
  4918. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4919. var q = ( 2 * l ) - p;
  4920. this.r = hue2rgb( q, p, h + 1 / 3 );
  4921. this.g = hue2rgb( q, p, h );
  4922. this.b = hue2rgb( q, p, h - 1 / 3 );
  4923. }
  4924. return this;
  4925. },
  4926. setStyle: function ( style ) {
  4927. function handleAlpha( string ) {
  4928. if ( string === undefined ) { return; }
  4929. if ( parseFloat( string ) < 1 ) {
  4930. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4931. }
  4932. }
  4933. var m;
  4934. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4935. // rgb / hsl
  4936. var color;
  4937. var name = m[ 1 ];
  4938. var components = m[ 2 ];
  4939. switch ( name ) {
  4940. case 'rgb':
  4941. case 'rgba':
  4942. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4943. // rgb(255,0,0) rgba(255,0,0,0.5)
  4944. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4945. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4946. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4947. handleAlpha( color[ 5 ] );
  4948. return this;
  4949. }
  4950. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4951. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4952. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4953. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4954. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4955. handleAlpha( color[ 5 ] );
  4956. return this;
  4957. }
  4958. break;
  4959. case 'hsl':
  4960. case 'hsla':
  4961. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4962. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4963. var h = parseFloat( color[ 1 ] ) / 360;
  4964. var s = parseInt( color[ 2 ], 10 ) / 100;
  4965. var l = parseInt( color[ 3 ], 10 ) / 100;
  4966. handleAlpha( color[ 5 ] );
  4967. return this.setHSL( h, s, l );
  4968. }
  4969. break;
  4970. }
  4971. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4972. // hex color
  4973. var hex = m[ 1 ];
  4974. var size = hex.length;
  4975. if ( size === 3 ) {
  4976. // #ff0
  4977. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4978. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4979. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4980. return this;
  4981. } else if ( size === 6 ) {
  4982. // #ff0000
  4983. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4984. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4985. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4986. return this;
  4987. }
  4988. }
  4989. if ( style && style.length > 0 ) {
  4990. return this.setColorName( style );
  4991. }
  4992. return this;
  4993. },
  4994. setColorName: function ( style ) {
  4995. // color keywords
  4996. var hex = _colorKeywords[ style ];
  4997. if ( hex !== undefined ) {
  4998. // red
  4999. this.setHex( hex );
  5000. } else {
  5001. // unknown color
  5002. console.warn( 'THREE.Color: Unknown color ' + style );
  5003. }
  5004. return this;
  5005. },
  5006. clone: function () {
  5007. return new this.constructor( this.r, this.g, this.b );
  5008. },
  5009. copy: function ( color ) {
  5010. this.r = color.r;
  5011. this.g = color.g;
  5012. this.b = color.b;
  5013. return this;
  5014. },
  5015. copyGammaToLinear: function ( color, gammaFactor ) {
  5016. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5017. this.r = Math.pow( color.r, gammaFactor );
  5018. this.g = Math.pow( color.g, gammaFactor );
  5019. this.b = Math.pow( color.b, gammaFactor );
  5020. return this;
  5021. },
  5022. copyLinearToGamma: function ( color, gammaFactor ) {
  5023. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5024. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5025. this.r = Math.pow( color.r, safeInverse );
  5026. this.g = Math.pow( color.g, safeInverse );
  5027. this.b = Math.pow( color.b, safeInverse );
  5028. return this;
  5029. },
  5030. convertGammaToLinear: function ( gammaFactor ) {
  5031. this.copyGammaToLinear( this, gammaFactor );
  5032. return this;
  5033. },
  5034. convertLinearToGamma: function ( gammaFactor ) {
  5035. this.copyLinearToGamma( this, gammaFactor );
  5036. return this;
  5037. },
  5038. copySRGBToLinear: function ( color ) {
  5039. this.r = SRGBToLinear( color.r );
  5040. this.g = SRGBToLinear( color.g );
  5041. this.b = SRGBToLinear( color.b );
  5042. return this;
  5043. },
  5044. copyLinearToSRGB: function ( color ) {
  5045. this.r = LinearToSRGB( color.r );
  5046. this.g = LinearToSRGB( color.g );
  5047. this.b = LinearToSRGB( color.b );
  5048. return this;
  5049. },
  5050. convertSRGBToLinear: function () {
  5051. this.copySRGBToLinear( this );
  5052. return this;
  5053. },
  5054. convertLinearToSRGB: function () {
  5055. this.copyLinearToSRGB( this );
  5056. return this;
  5057. },
  5058. getHex: function () {
  5059. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5060. },
  5061. getHexString: function () {
  5062. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5063. },
  5064. getHSL: function ( target ) {
  5065. // h,s,l ranges are in 0.0 - 1.0
  5066. if ( target === undefined ) {
  5067. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5068. target = { h: 0, s: 0, l: 0 };
  5069. }
  5070. var r = this.r, g = this.g, b = this.b;
  5071. var max = Math.max( r, g, b );
  5072. var min = Math.min( r, g, b );
  5073. var hue, saturation;
  5074. var lightness = ( min + max ) / 2.0;
  5075. if ( min === max ) {
  5076. hue = 0;
  5077. saturation = 0;
  5078. } else {
  5079. var delta = max - min;
  5080. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5081. switch ( max ) {
  5082. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5083. case g: hue = ( b - r ) / delta + 2; break;
  5084. case b: hue = ( r - g ) / delta + 4; break;
  5085. }
  5086. hue /= 6;
  5087. }
  5088. target.h = hue;
  5089. target.s = saturation;
  5090. target.l = lightness;
  5091. return target;
  5092. },
  5093. getStyle: function () {
  5094. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5095. },
  5096. offsetHSL: function ( h, s, l ) {
  5097. this.getHSL( _hslA );
  5098. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5099. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5100. return this;
  5101. },
  5102. add: function ( color ) {
  5103. this.r += color.r;
  5104. this.g += color.g;
  5105. this.b += color.b;
  5106. return this;
  5107. },
  5108. addColors: function ( color1, color2 ) {
  5109. this.r = color1.r + color2.r;
  5110. this.g = color1.g + color2.g;
  5111. this.b = color1.b + color2.b;
  5112. return this;
  5113. },
  5114. addScalar: function ( s ) {
  5115. this.r += s;
  5116. this.g += s;
  5117. this.b += s;
  5118. return this;
  5119. },
  5120. sub: function ( color ) {
  5121. this.r = Math.max( 0, this.r - color.r );
  5122. this.g = Math.max( 0, this.g - color.g );
  5123. this.b = Math.max( 0, this.b - color.b );
  5124. return this;
  5125. },
  5126. multiply: function ( color ) {
  5127. this.r *= color.r;
  5128. this.g *= color.g;
  5129. this.b *= color.b;
  5130. return this;
  5131. },
  5132. multiplyScalar: function ( s ) {
  5133. this.r *= s;
  5134. this.g *= s;
  5135. this.b *= s;
  5136. return this;
  5137. },
  5138. lerp: function ( color, alpha ) {
  5139. this.r += ( color.r - this.r ) * alpha;
  5140. this.g += ( color.g - this.g ) * alpha;
  5141. this.b += ( color.b - this.b ) * alpha;
  5142. return this;
  5143. },
  5144. lerpHSL: function ( color, alpha ) {
  5145. this.getHSL( _hslA );
  5146. color.getHSL( _hslB );
  5147. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5148. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5149. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5150. this.setHSL( h, s, l );
  5151. return this;
  5152. },
  5153. equals: function ( c ) {
  5154. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5155. },
  5156. fromArray: function ( array, offset ) {
  5157. if ( offset === undefined ) { offset = 0; }
  5158. this.r = array[ offset ];
  5159. this.g = array[ offset + 1 ];
  5160. this.b = array[ offset + 2 ];
  5161. return this;
  5162. },
  5163. toArray: function ( array, offset ) {
  5164. if ( array === undefined ) { array = []; }
  5165. if ( offset === undefined ) { offset = 0; }
  5166. array[ offset ] = this.r;
  5167. array[ offset + 1 ] = this.g;
  5168. array[ offset + 2 ] = this.b;
  5169. return array;
  5170. },
  5171. toJSON: function () {
  5172. return this.getHex();
  5173. }
  5174. } );
  5175. Color.NAMES = _colorKeywords;
  5176. /**
  5177. * @author mrdoob / http://mrdoob.com/
  5178. * @author alteredq / http://alteredqualia.com/
  5179. */
  5180. function Face3( a, b, c, normal, color, materialIndex ) {
  5181. this.a = a;
  5182. this.b = b;
  5183. this.c = c;
  5184. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5185. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5186. this.color = ( color && color.isColor ) ? color : new Color();
  5187. this.vertexColors = Array.isArray( color ) ? color : [];
  5188. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5189. }
  5190. Object.assign( Face3.prototype, {
  5191. clone: function () {
  5192. return new this.constructor().copy( this );
  5193. },
  5194. copy: function ( source ) {
  5195. this.a = source.a;
  5196. this.b = source.b;
  5197. this.c = source.c;
  5198. this.normal.copy( source.normal );
  5199. this.color.copy( source.color );
  5200. this.materialIndex = source.materialIndex;
  5201. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5202. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5203. }
  5204. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5205. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5206. }
  5207. return this;
  5208. }
  5209. } );
  5210. /**
  5211. * @author mrdoob / http://mrdoob.com/
  5212. * @author alteredq / http://alteredqualia.com/
  5213. */
  5214. var materialId = 0;
  5215. function Material() {
  5216. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5217. this.uuid = MathUtils.generateUUID();
  5218. this.name = '';
  5219. this.type = 'Material';
  5220. this.fog = true;
  5221. this.blending = NormalBlending;
  5222. this.side = FrontSide;
  5223. this.flatShading = false;
  5224. this.vertexColors = false;
  5225. this.opacity = 1;
  5226. this.transparent = false;
  5227. this.blendSrc = SrcAlphaFactor;
  5228. this.blendDst = OneMinusSrcAlphaFactor;
  5229. this.blendEquation = AddEquation;
  5230. this.blendSrcAlpha = null;
  5231. this.blendDstAlpha = null;
  5232. this.blendEquationAlpha = null;
  5233. this.depthFunc = LessEqualDepth;
  5234. this.depthTest = true;
  5235. this.depthWrite = true;
  5236. this.stencilWriteMask = 0xff;
  5237. this.stencilFunc = AlwaysStencilFunc;
  5238. this.stencilRef = 0;
  5239. this.stencilFuncMask = 0xff;
  5240. this.stencilFail = KeepStencilOp;
  5241. this.stencilZFail = KeepStencilOp;
  5242. this.stencilZPass = KeepStencilOp;
  5243. this.stencilWrite = false;
  5244. this.clippingPlanes = null;
  5245. this.clipIntersection = false;
  5246. this.clipShadows = false;
  5247. this.shadowSide = null;
  5248. this.colorWrite = true;
  5249. this.precision = null; // override the renderer's default precision for this material
  5250. this.polygonOffset = false;
  5251. this.polygonOffsetFactor = 0;
  5252. this.polygonOffsetUnits = 0;
  5253. this.dithering = false;
  5254. this.alphaTest = 0;
  5255. this.premultipliedAlpha = false;
  5256. this.visible = true;
  5257. this.toneMapped = true;
  5258. this.userData = {};
  5259. this.version = 0;
  5260. }
  5261. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5262. constructor: Material,
  5263. isMaterial: true,
  5264. onBeforeCompile: function () {},
  5265. setValues: function ( values ) {
  5266. if ( values === undefined ) { return; }
  5267. for ( var key in values ) {
  5268. var newValue = values[ key ];
  5269. if ( newValue === undefined ) {
  5270. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5271. continue;
  5272. }
  5273. // for backward compatability if shading is set in the constructor
  5274. if ( key === 'shading' ) {
  5275. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5276. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5277. continue;
  5278. }
  5279. var currentValue = this[ key ];
  5280. if ( currentValue === undefined ) {
  5281. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5282. continue;
  5283. }
  5284. if ( currentValue && currentValue.isColor ) {
  5285. currentValue.set( newValue );
  5286. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5287. currentValue.copy( newValue );
  5288. } else {
  5289. this[ key ] = newValue;
  5290. }
  5291. }
  5292. },
  5293. toJSON: function ( meta ) {
  5294. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5295. if ( isRoot ) {
  5296. meta = {
  5297. textures: {},
  5298. images: {}
  5299. };
  5300. }
  5301. var data = {
  5302. metadata: {
  5303. version: 4.5,
  5304. type: 'Material',
  5305. generator: 'Material.toJSON'
  5306. }
  5307. };
  5308. // standard Material serialization
  5309. data.uuid = this.uuid;
  5310. data.type = this.type;
  5311. if ( this.name !== '' ) { data.name = this.name; }
  5312. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5313. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5314. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5315. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5316. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5317. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5318. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5319. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5320. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5321. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5322. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5323. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5324. }
  5325. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5326. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5327. }
  5328. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5329. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5330. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5331. }
  5332. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5333. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5334. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5335. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5336. if ( this.aoMap && this.aoMap.isTexture ) {
  5337. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5338. data.aoMapIntensity = this.aoMapIntensity;
  5339. }
  5340. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5341. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5342. data.bumpScale = this.bumpScale;
  5343. }
  5344. if ( this.normalMap && this.normalMap.isTexture ) {
  5345. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5346. data.normalMapType = this.normalMapType;
  5347. data.normalScale = this.normalScale.toArray();
  5348. }
  5349. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5350. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5351. data.displacementScale = this.displacementScale;
  5352. data.displacementBias = this.displacementBias;
  5353. }
  5354. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5355. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5356. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5357. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5358. if ( this.envMap && this.envMap.isTexture ) {
  5359. data.envMap = this.envMap.toJSON( meta ).uuid;
  5360. data.reflectivity = this.reflectivity; // Scale behind envMap
  5361. data.refractionRatio = this.refractionRatio;
  5362. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5363. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5364. }
  5365. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5366. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5367. }
  5368. if ( this.size !== undefined ) { data.size = this.size; }
  5369. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5370. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5371. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5372. if ( this.side !== FrontSide ) { data.side = this.side; }
  5373. if ( this.vertexColors ) { data.vertexColors = true; }
  5374. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5375. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5376. data.depthFunc = this.depthFunc;
  5377. data.depthTest = this.depthTest;
  5378. data.depthWrite = this.depthWrite;
  5379. data.stencilWrite = this.stencilWrite;
  5380. data.stencilWriteMask = this.stencilWriteMask;
  5381. data.stencilFunc = this.stencilFunc;
  5382. data.stencilRef = this.stencilRef;
  5383. data.stencilFuncMask = this.stencilFuncMask;
  5384. data.stencilFail = this.stencilFail;
  5385. data.stencilZFail = this.stencilZFail;
  5386. data.stencilZPass = this.stencilZPass;
  5387. // rotation (SpriteMaterial)
  5388. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5389. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5390. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5391. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5392. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5393. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5394. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5395. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5396. if ( this.dithering === true ) { data.dithering = true; }
  5397. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5398. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5399. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5400. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5401. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5402. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5403. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5404. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5405. if ( this.skinning === true ) { data.skinning = true; }
  5406. if ( this.visible === false ) { data.visible = false; }
  5407. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5408. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5409. // TODO: Copied from Object3D.toJSON
  5410. function extractFromCache( cache ) {
  5411. var values = [];
  5412. for ( var key in cache ) {
  5413. var data = cache[ key ];
  5414. delete data.metadata;
  5415. values.push( data );
  5416. }
  5417. return values;
  5418. }
  5419. if ( isRoot ) {
  5420. var textures = extractFromCache( meta.textures );
  5421. var images = extractFromCache( meta.images );
  5422. if ( textures.length > 0 ) { data.textures = textures; }
  5423. if ( images.length > 0 ) { data.images = images; }
  5424. }
  5425. return data;
  5426. },
  5427. clone: function () {
  5428. return new this.constructor().copy( this );
  5429. },
  5430. copy: function ( source ) {
  5431. this.name = source.name;
  5432. this.fog = source.fog;
  5433. this.blending = source.blending;
  5434. this.side = source.side;
  5435. this.flatShading = source.flatShading;
  5436. this.vertexColors = source.vertexColors;
  5437. this.opacity = source.opacity;
  5438. this.transparent = source.transparent;
  5439. this.blendSrc = source.blendSrc;
  5440. this.blendDst = source.blendDst;
  5441. this.blendEquation = source.blendEquation;
  5442. this.blendSrcAlpha = source.blendSrcAlpha;
  5443. this.blendDstAlpha = source.blendDstAlpha;
  5444. this.blendEquationAlpha = source.blendEquationAlpha;
  5445. this.depthFunc = source.depthFunc;
  5446. this.depthTest = source.depthTest;
  5447. this.depthWrite = source.depthWrite;
  5448. this.stencilWriteMask = source.stencilWriteMask;
  5449. this.stencilFunc = source.stencilFunc;
  5450. this.stencilRef = source.stencilRef;
  5451. this.stencilFuncMask = source.stencilFuncMask;
  5452. this.stencilFail = source.stencilFail;
  5453. this.stencilZFail = source.stencilZFail;
  5454. this.stencilZPass = source.stencilZPass;
  5455. this.stencilWrite = source.stencilWrite;
  5456. var srcPlanes = source.clippingPlanes;
  5457. var dstPlanes = null;
  5458. if ( srcPlanes !== null ) {
  5459. var n = srcPlanes.length;
  5460. dstPlanes = new Array( n );
  5461. for ( var i = 0; i !== n; ++ i ) {
  5462. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5463. }
  5464. }
  5465. this.clippingPlanes = dstPlanes;
  5466. this.clipIntersection = source.clipIntersection;
  5467. this.clipShadows = source.clipShadows;
  5468. this.shadowSide = source.shadowSide;
  5469. this.colorWrite = source.colorWrite;
  5470. this.precision = source.precision;
  5471. this.polygonOffset = source.polygonOffset;
  5472. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5473. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5474. this.dithering = source.dithering;
  5475. this.alphaTest = source.alphaTest;
  5476. this.premultipliedAlpha = source.premultipliedAlpha;
  5477. this.visible = source.visible;
  5478. this.toneMapped = source.toneMapped;
  5479. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5480. return this;
  5481. },
  5482. dispose: function () {
  5483. this.dispatchEvent( { type: 'dispose' } );
  5484. }
  5485. } );
  5486. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5487. set: function ( value ) {
  5488. if ( value === true ) { this.version ++; }
  5489. }
  5490. } );
  5491. /**
  5492. * @author mrdoob / http://mrdoob.com/
  5493. * @author alteredq / http://alteredqualia.com/
  5494. *
  5495. * parameters = {
  5496. * color: <hex>,
  5497. * opacity: <float>,
  5498. * map: new THREE.Texture( <Image> ),
  5499. *
  5500. * lightMap: new THREE.Texture( <Image> ),
  5501. * lightMapIntensity: <float>
  5502. *
  5503. * aoMap: new THREE.Texture( <Image> ),
  5504. * aoMapIntensity: <float>
  5505. *
  5506. * specularMap: new THREE.Texture( <Image> ),
  5507. *
  5508. * alphaMap: new THREE.Texture( <Image> ),
  5509. *
  5510. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5511. * combine: THREE.Multiply,
  5512. * reflectivity: <float>,
  5513. * refractionRatio: <float>,
  5514. *
  5515. * depthTest: <bool>,
  5516. * depthWrite: <bool>,
  5517. *
  5518. * wireframe: <boolean>,
  5519. * wireframeLinewidth: <float>,
  5520. *
  5521. * skinning: <bool>,
  5522. * morphTargets: <bool>
  5523. * }
  5524. */
  5525. function MeshBasicMaterial( parameters ) {
  5526. Material.call( this );
  5527. this.type = 'MeshBasicMaterial';
  5528. this.color = new Color( 0xffffff ); // emissive
  5529. this.map = null;
  5530. this.lightMap = null;
  5531. this.lightMapIntensity = 1.0;
  5532. this.aoMap = null;
  5533. this.aoMapIntensity = 1.0;
  5534. this.specularMap = null;
  5535. this.alphaMap = null;
  5536. this.envMap = null;
  5537. this.combine = MultiplyOperation;
  5538. this.reflectivity = 1;
  5539. this.refractionRatio = 0.98;
  5540. this.wireframe = false;
  5541. this.wireframeLinewidth = 1;
  5542. this.wireframeLinecap = 'round';
  5543. this.wireframeLinejoin = 'round';
  5544. this.skinning = false;
  5545. this.morphTargets = false;
  5546. this.setValues( parameters );
  5547. }
  5548. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5549. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5550. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5551. MeshBasicMaterial.prototype.copy = function ( source ) {
  5552. Material.prototype.copy.call( this, source );
  5553. this.color.copy( source.color );
  5554. this.map = source.map;
  5555. this.lightMap = source.lightMap;
  5556. this.lightMapIntensity = source.lightMapIntensity;
  5557. this.aoMap = source.aoMap;
  5558. this.aoMapIntensity = source.aoMapIntensity;
  5559. this.specularMap = source.specularMap;
  5560. this.alphaMap = source.alphaMap;
  5561. this.envMap = source.envMap;
  5562. this.combine = source.combine;
  5563. this.reflectivity = source.reflectivity;
  5564. this.refractionRatio = source.refractionRatio;
  5565. this.wireframe = source.wireframe;
  5566. this.wireframeLinewidth = source.wireframeLinewidth;
  5567. this.wireframeLinecap = source.wireframeLinecap;
  5568. this.wireframeLinejoin = source.wireframeLinejoin;
  5569. this.skinning = source.skinning;
  5570. this.morphTargets = source.morphTargets;
  5571. return this;
  5572. };
  5573. /**
  5574. * @author mrdoob / http://mrdoob.com/
  5575. */
  5576. var _vector$3 = new Vector3();
  5577. function BufferAttribute( array, itemSize, normalized ) {
  5578. if ( Array.isArray( array ) ) {
  5579. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5580. }
  5581. this.name = '';
  5582. this.array = array;
  5583. this.itemSize = itemSize;
  5584. this.count = array !== undefined ? array.length / itemSize : 0;
  5585. this.normalized = normalized === true;
  5586. this.usage = StaticDrawUsage;
  5587. this.updateRange = { offset: 0, count: - 1 };
  5588. this.version = 0;
  5589. }
  5590. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5591. set: function ( value ) {
  5592. if ( value === true ) { this.version ++; }
  5593. }
  5594. } );
  5595. Object.assign( BufferAttribute.prototype, {
  5596. isBufferAttribute: true,
  5597. onUploadCallback: function () {},
  5598. setUsage: function ( value ) {
  5599. this.usage = value;
  5600. return this;
  5601. },
  5602. copy: function ( source ) {
  5603. this.name = source.name;
  5604. this.array = new source.array.constructor( source.array );
  5605. this.itemSize = source.itemSize;
  5606. this.count = source.count;
  5607. this.normalized = source.normalized;
  5608. this.usage = source.usage;
  5609. return this;
  5610. },
  5611. copyAt: function ( index1, attribute, index2 ) {
  5612. index1 *= this.itemSize;
  5613. index2 *= attribute.itemSize;
  5614. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5615. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5616. }
  5617. return this;
  5618. },
  5619. copyArray: function ( array ) {
  5620. this.array.set( array );
  5621. return this;
  5622. },
  5623. copyColorsArray: function ( colors ) {
  5624. var array = this.array;
  5625. var offset = 0;
  5626. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5627. var color = colors[ i ];
  5628. if ( color === undefined ) {
  5629. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5630. color = new Color();
  5631. }
  5632. array[ offset ++ ] = color.r;
  5633. array[ offset ++ ] = color.g;
  5634. array[ offset ++ ] = color.b;
  5635. }
  5636. return this;
  5637. },
  5638. copyVector2sArray: function ( vectors ) {
  5639. var array = this.array;
  5640. var offset = 0;
  5641. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5642. var vector = vectors[ i ];
  5643. if ( vector === undefined ) {
  5644. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5645. vector = new Vector2();
  5646. }
  5647. array[ offset ++ ] = vector.x;
  5648. array[ offset ++ ] = vector.y;
  5649. }
  5650. return this;
  5651. },
  5652. copyVector3sArray: function ( vectors ) {
  5653. var array = this.array;
  5654. var offset = 0;
  5655. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5656. var vector = vectors[ i ];
  5657. if ( vector === undefined ) {
  5658. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5659. vector = new Vector3();
  5660. }
  5661. array[ offset ++ ] = vector.x;
  5662. array[ offset ++ ] = vector.y;
  5663. array[ offset ++ ] = vector.z;
  5664. }
  5665. return this;
  5666. },
  5667. copyVector4sArray: function ( vectors ) {
  5668. var array = this.array;
  5669. var offset = 0;
  5670. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5671. var vector = vectors[ i ];
  5672. if ( vector === undefined ) {
  5673. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5674. vector = new Vector4();
  5675. }
  5676. array[ offset ++ ] = vector.x;
  5677. array[ offset ++ ] = vector.y;
  5678. array[ offset ++ ] = vector.z;
  5679. array[ offset ++ ] = vector.w;
  5680. }
  5681. return this;
  5682. },
  5683. applyMatrix3: function ( m ) {
  5684. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5685. _vector$3.x = this.getX( i );
  5686. _vector$3.y = this.getY( i );
  5687. _vector$3.z = this.getZ( i );
  5688. _vector$3.applyMatrix3( m );
  5689. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5690. }
  5691. return this;
  5692. },
  5693. applyMatrix4: function ( m ) {
  5694. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5695. _vector$3.x = this.getX( i );
  5696. _vector$3.y = this.getY( i );
  5697. _vector$3.z = this.getZ( i );
  5698. _vector$3.applyMatrix4( m );
  5699. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5700. }
  5701. return this;
  5702. },
  5703. applyNormalMatrix: function ( m ) {
  5704. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5705. _vector$3.x = this.getX( i );
  5706. _vector$3.y = this.getY( i );
  5707. _vector$3.z = this.getZ( i );
  5708. _vector$3.applyNormalMatrix( m );
  5709. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5710. }
  5711. return this;
  5712. },
  5713. transformDirection: function ( m ) {
  5714. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5715. _vector$3.x = this.getX( i );
  5716. _vector$3.y = this.getY( i );
  5717. _vector$3.z = this.getZ( i );
  5718. _vector$3.transformDirection( m );
  5719. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5720. }
  5721. return this;
  5722. },
  5723. set: function ( value, offset ) {
  5724. if ( offset === undefined ) { offset = 0; }
  5725. this.array.set( value, offset );
  5726. return this;
  5727. },
  5728. getX: function ( index ) {
  5729. return this.array[ index * this.itemSize ];
  5730. },
  5731. setX: function ( index, x ) {
  5732. this.array[ index * this.itemSize ] = x;
  5733. return this;
  5734. },
  5735. getY: function ( index ) {
  5736. return this.array[ index * this.itemSize + 1 ];
  5737. },
  5738. setY: function ( index, y ) {
  5739. this.array[ index * this.itemSize + 1 ] = y;
  5740. return this;
  5741. },
  5742. getZ: function ( index ) {
  5743. return this.array[ index * this.itemSize + 2 ];
  5744. },
  5745. setZ: function ( index, z ) {
  5746. this.array[ index * this.itemSize + 2 ] = z;
  5747. return this;
  5748. },
  5749. getW: function ( index ) {
  5750. return this.array[ index * this.itemSize + 3 ];
  5751. },
  5752. setW: function ( index, w ) {
  5753. this.array[ index * this.itemSize + 3 ] = w;
  5754. return this;
  5755. },
  5756. setXY: function ( index, x, y ) {
  5757. index *= this.itemSize;
  5758. this.array[ index + 0 ] = x;
  5759. this.array[ index + 1 ] = y;
  5760. return this;
  5761. },
  5762. setXYZ: function ( index, x, y, z ) {
  5763. index *= this.itemSize;
  5764. this.array[ index + 0 ] = x;
  5765. this.array[ index + 1 ] = y;
  5766. this.array[ index + 2 ] = z;
  5767. return this;
  5768. },
  5769. setXYZW: function ( index, x, y, z, w ) {
  5770. index *= this.itemSize;
  5771. this.array[ index + 0 ] = x;
  5772. this.array[ index + 1 ] = y;
  5773. this.array[ index + 2 ] = z;
  5774. this.array[ index + 3 ] = w;
  5775. return this;
  5776. },
  5777. onUpload: function ( callback ) {
  5778. this.onUploadCallback = callback;
  5779. return this;
  5780. },
  5781. clone: function () {
  5782. return new this.constructor( this.array, this.itemSize ).copy( this );
  5783. },
  5784. toJSON: function () {
  5785. return {
  5786. itemSize: this.itemSize,
  5787. type: this.array.constructor.name,
  5788. array: Array.prototype.slice.call( this.array ),
  5789. normalized: this.normalized
  5790. };
  5791. }
  5792. } );
  5793. //
  5794. function Int8BufferAttribute( array, itemSize, normalized ) {
  5795. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5796. }
  5797. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5798. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5799. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5800. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5801. }
  5802. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5803. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5804. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5805. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5806. }
  5807. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5808. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5809. function Int16BufferAttribute( array, itemSize, normalized ) {
  5810. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5811. }
  5812. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5813. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5814. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5815. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5816. }
  5817. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5818. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5819. function Int32BufferAttribute( array, itemSize, normalized ) {
  5820. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5821. }
  5822. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5823. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5824. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5825. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5826. }
  5827. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5828. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5829. function Float32BufferAttribute( array, itemSize, normalized ) {
  5830. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5831. }
  5832. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5833. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5834. function Float64BufferAttribute( array, itemSize, normalized ) {
  5835. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5836. }
  5837. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5838. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5839. /**
  5840. * @author mrdoob / http://mrdoob.com/
  5841. */
  5842. function DirectGeometry() {
  5843. this.vertices = [];
  5844. this.normals = [];
  5845. this.colors = [];
  5846. this.uvs = [];
  5847. this.uvs2 = [];
  5848. this.groups = [];
  5849. this.morphTargets = {};
  5850. this.skinWeights = [];
  5851. this.skinIndices = [];
  5852. // this.lineDistances = [];
  5853. this.boundingBox = null;
  5854. this.boundingSphere = null;
  5855. // update flags
  5856. this.verticesNeedUpdate = false;
  5857. this.normalsNeedUpdate = false;
  5858. this.colorsNeedUpdate = false;
  5859. this.uvsNeedUpdate = false;
  5860. this.groupsNeedUpdate = false;
  5861. }
  5862. Object.assign( DirectGeometry.prototype, {
  5863. computeGroups: function ( geometry ) {
  5864. var groups = [];
  5865. var group, i;
  5866. var materialIndex = undefined;
  5867. var faces = geometry.faces;
  5868. for ( i = 0; i < faces.length; i ++ ) {
  5869. var face = faces[ i ];
  5870. // materials
  5871. if ( face.materialIndex !== materialIndex ) {
  5872. materialIndex = face.materialIndex;
  5873. if ( group !== undefined ) {
  5874. group.count = ( i * 3 ) - group.start;
  5875. groups.push( group );
  5876. }
  5877. group = {
  5878. start: i * 3,
  5879. materialIndex: materialIndex
  5880. };
  5881. }
  5882. }
  5883. if ( group !== undefined ) {
  5884. group.count = ( i * 3 ) - group.start;
  5885. groups.push( group );
  5886. }
  5887. this.groups = groups;
  5888. },
  5889. fromGeometry: function ( geometry ) {
  5890. var faces = geometry.faces;
  5891. var vertices = geometry.vertices;
  5892. var faceVertexUvs = geometry.faceVertexUvs;
  5893. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5894. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5895. // morphs
  5896. var morphTargets = geometry.morphTargets;
  5897. var morphTargetsLength = morphTargets.length;
  5898. var morphTargetsPosition;
  5899. if ( morphTargetsLength > 0 ) {
  5900. morphTargetsPosition = [];
  5901. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5902. morphTargetsPosition[ i ] = {
  5903. name: morphTargets[ i ].name,
  5904. data: []
  5905. };
  5906. }
  5907. this.morphTargets.position = morphTargetsPosition;
  5908. }
  5909. var morphNormals = geometry.morphNormals;
  5910. var morphNormalsLength = morphNormals.length;
  5911. var morphTargetsNormal;
  5912. if ( morphNormalsLength > 0 ) {
  5913. morphTargetsNormal = [];
  5914. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5915. morphTargetsNormal[ i$1 ] = {
  5916. name: morphNormals[ i$1 ].name,
  5917. data: []
  5918. };
  5919. }
  5920. this.morphTargets.normal = morphTargetsNormal;
  5921. }
  5922. // skins
  5923. var skinIndices = geometry.skinIndices;
  5924. var skinWeights = geometry.skinWeights;
  5925. var hasSkinIndices = skinIndices.length === vertices.length;
  5926. var hasSkinWeights = skinWeights.length === vertices.length;
  5927. //
  5928. if ( vertices.length > 0 && faces.length === 0 ) {
  5929. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5930. }
  5931. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5932. var face = faces[ i$2 ];
  5933. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5934. var vertexNormals = face.vertexNormals;
  5935. if ( vertexNormals.length === 3 ) {
  5936. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5937. } else {
  5938. var normal = face.normal;
  5939. this.normals.push( normal, normal, normal );
  5940. }
  5941. var vertexColors = face.vertexColors;
  5942. if ( vertexColors.length === 3 ) {
  5943. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5944. } else {
  5945. var color = face.color;
  5946. this.colors.push( color, color, color );
  5947. }
  5948. if ( hasFaceVertexUv === true ) {
  5949. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5950. if ( vertexUvs !== undefined ) {
  5951. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5952. } else {
  5953. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5954. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5955. }
  5956. }
  5957. if ( hasFaceVertexUv2 === true ) {
  5958. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  5959. if ( vertexUvs$1 !== undefined ) {
  5960. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  5961. } else {
  5962. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  5963. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5964. }
  5965. }
  5966. // morphs
  5967. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5968. var morphTarget = morphTargets[ j ].vertices;
  5969. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5970. }
  5971. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  5972. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  5973. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5974. }
  5975. // skins
  5976. if ( hasSkinIndices ) {
  5977. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5978. }
  5979. if ( hasSkinWeights ) {
  5980. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5981. }
  5982. }
  5983. this.computeGroups( geometry );
  5984. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5985. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5986. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5987. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5988. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5989. if ( geometry.boundingSphere !== null ) {
  5990. this.boundingSphere = geometry.boundingSphere.clone();
  5991. }
  5992. if ( geometry.boundingBox !== null ) {
  5993. this.boundingBox = geometry.boundingBox.clone();
  5994. }
  5995. return this;
  5996. }
  5997. } );
  5998. /**
  5999. * @author mrdoob / http://mrdoob.com/
  6000. */
  6001. function arrayMax( array ) {
  6002. if ( array.length === 0 ) { return - Infinity; }
  6003. var max = array[ 0 ];
  6004. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6005. if ( array[ i ] > max ) { max = array[ i ]; }
  6006. }
  6007. return max;
  6008. }
  6009. /**
  6010. * @author alteredq / http://alteredqualia.com/
  6011. * @author mrdoob / http://mrdoob.com/
  6012. */
  6013. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6014. var _m1$2 = new Matrix4();
  6015. var _obj = new Object3D();
  6016. var _offset = new Vector3();
  6017. var _box$2 = new Box3();
  6018. var _boxMorphTargets = new Box3();
  6019. var _vector$4 = new Vector3();
  6020. function BufferGeometry() {
  6021. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6022. this.uuid = MathUtils.generateUUID();
  6023. this.name = '';
  6024. this.type = 'BufferGeometry';
  6025. this.index = null;
  6026. this.attributes = {};
  6027. this.morphAttributes = {};
  6028. this.morphTargetsRelative = false;
  6029. this.groups = [];
  6030. this.boundingBox = null;
  6031. this.boundingSphere = null;
  6032. this.drawRange = { start: 0, count: Infinity };
  6033. this.userData = {};
  6034. }
  6035. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6036. constructor: BufferGeometry,
  6037. isBufferGeometry: true,
  6038. getIndex: function () {
  6039. return this.index;
  6040. },
  6041. setIndex: function ( index ) {
  6042. if ( Array.isArray( index ) ) {
  6043. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6044. } else {
  6045. this.index = index;
  6046. }
  6047. },
  6048. getAttribute: function ( name ) {
  6049. return this.attributes[ name ];
  6050. },
  6051. setAttribute: function ( name, attribute ) {
  6052. this.attributes[ name ] = attribute;
  6053. return this;
  6054. },
  6055. deleteAttribute: function ( name ) {
  6056. delete this.attributes[ name ];
  6057. return this;
  6058. },
  6059. addGroup: function ( start, count, materialIndex ) {
  6060. this.groups.push( {
  6061. start: start,
  6062. count: count,
  6063. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6064. } );
  6065. },
  6066. clearGroups: function () {
  6067. this.groups = [];
  6068. },
  6069. setDrawRange: function ( start, count ) {
  6070. this.drawRange.start = start;
  6071. this.drawRange.count = count;
  6072. },
  6073. applyMatrix4: function ( matrix ) {
  6074. var position = this.attributes.position;
  6075. if ( position !== undefined ) {
  6076. position.applyMatrix4( matrix );
  6077. position.needsUpdate = true;
  6078. }
  6079. var normal = this.attributes.normal;
  6080. if ( normal !== undefined ) {
  6081. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6082. normal.applyNormalMatrix( normalMatrix );
  6083. normal.needsUpdate = true;
  6084. }
  6085. var tangent = this.attributes.tangent;
  6086. if ( tangent !== undefined ) {
  6087. tangent.transformDirection( matrix );
  6088. tangent.needsUpdate = true;
  6089. }
  6090. if ( this.boundingBox !== null ) {
  6091. this.computeBoundingBox();
  6092. }
  6093. if ( this.boundingSphere !== null ) {
  6094. this.computeBoundingSphere();
  6095. }
  6096. return this;
  6097. },
  6098. rotateX: function ( angle ) {
  6099. // rotate geometry around world x-axis
  6100. _m1$2.makeRotationX( angle );
  6101. this.applyMatrix4( _m1$2 );
  6102. return this;
  6103. },
  6104. rotateY: function ( angle ) {
  6105. // rotate geometry around world y-axis
  6106. _m1$2.makeRotationY( angle );
  6107. this.applyMatrix4( _m1$2 );
  6108. return this;
  6109. },
  6110. rotateZ: function ( angle ) {
  6111. // rotate geometry around world z-axis
  6112. _m1$2.makeRotationZ( angle );
  6113. this.applyMatrix4( _m1$2 );
  6114. return this;
  6115. },
  6116. translate: function ( x, y, z ) {
  6117. // translate geometry
  6118. _m1$2.makeTranslation( x, y, z );
  6119. this.applyMatrix4( _m1$2 );
  6120. return this;
  6121. },
  6122. scale: function ( x, y, z ) {
  6123. // scale geometry
  6124. _m1$2.makeScale( x, y, z );
  6125. this.applyMatrix4( _m1$2 );
  6126. return this;
  6127. },
  6128. lookAt: function ( vector ) {
  6129. _obj.lookAt( vector );
  6130. _obj.updateMatrix();
  6131. this.applyMatrix4( _obj.matrix );
  6132. return this;
  6133. },
  6134. center: function () {
  6135. this.computeBoundingBox();
  6136. this.boundingBox.getCenter( _offset ).negate();
  6137. this.translate( _offset.x, _offset.y, _offset.z );
  6138. return this;
  6139. },
  6140. setFromObject: function ( object ) {
  6141. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6142. var geometry = object.geometry;
  6143. if ( object.isPoints || object.isLine ) {
  6144. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6145. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6146. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6147. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6148. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6149. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6150. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6151. }
  6152. if ( geometry.boundingSphere !== null ) {
  6153. this.boundingSphere = geometry.boundingSphere.clone();
  6154. }
  6155. if ( geometry.boundingBox !== null ) {
  6156. this.boundingBox = geometry.boundingBox.clone();
  6157. }
  6158. } else if ( object.isMesh ) {
  6159. if ( geometry && geometry.isGeometry ) {
  6160. this.fromGeometry( geometry );
  6161. }
  6162. }
  6163. return this;
  6164. },
  6165. setFromPoints: function ( points ) {
  6166. var position = [];
  6167. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6168. var point = points[ i ];
  6169. position.push( point.x, point.y, point.z || 0 );
  6170. }
  6171. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6172. return this;
  6173. },
  6174. updateFromObject: function ( object ) {
  6175. var geometry = object.geometry;
  6176. if ( object.isMesh ) {
  6177. var direct = geometry.__directGeometry;
  6178. if ( geometry.elementsNeedUpdate === true ) {
  6179. direct = undefined;
  6180. geometry.elementsNeedUpdate = false;
  6181. }
  6182. if ( direct === undefined ) {
  6183. return this.fromGeometry( geometry );
  6184. }
  6185. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6186. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6187. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6188. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6189. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6190. geometry.verticesNeedUpdate = false;
  6191. geometry.normalsNeedUpdate = false;
  6192. geometry.colorsNeedUpdate = false;
  6193. geometry.uvsNeedUpdate = false;
  6194. geometry.groupsNeedUpdate = false;
  6195. geometry = direct;
  6196. }
  6197. if ( geometry.verticesNeedUpdate === true ) {
  6198. var attribute = this.attributes.position;
  6199. if ( attribute !== undefined ) {
  6200. attribute.copyVector3sArray( geometry.vertices );
  6201. attribute.needsUpdate = true;
  6202. }
  6203. geometry.verticesNeedUpdate = false;
  6204. }
  6205. if ( geometry.normalsNeedUpdate === true ) {
  6206. var attribute$1 = this.attributes.normal;
  6207. if ( attribute$1 !== undefined ) {
  6208. attribute$1.copyVector3sArray( geometry.normals );
  6209. attribute$1.needsUpdate = true;
  6210. }
  6211. geometry.normalsNeedUpdate = false;
  6212. }
  6213. if ( geometry.colorsNeedUpdate === true ) {
  6214. var attribute$2 = this.attributes.color;
  6215. if ( attribute$2 !== undefined ) {
  6216. attribute$2.copyColorsArray( geometry.colors );
  6217. attribute$2.needsUpdate = true;
  6218. }
  6219. geometry.colorsNeedUpdate = false;
  6220. }
  6221. if ( geometry.uvsNeedUpdate ) {
  6222. var attribute$3 = this.attributes.uv;
  6223. if ( attribute$3 !== undefined ) {
  6224. attribute$3.copyVector2sArray( geometry.uvs );
  6225. attribute$3.needsUpdate = true;
  6226. }
  6227. geometry.uvsNeedUpdate = false;
  6228. }
  6229. if ( geometry.lineDistancesNeedUpdate ) {
  6230. var attribute$4 = this.attributes.lineDistance;
  6231. if ( attribute$4 !== undefined ) {
  6232. attribute$4.copyArray( geometry.lineDistances );
  6233. attribute$4.needsUpdate = true;
  6234. }
  6235. geometry.lineDistancesNeedUpdate = false;
  6236. }
  6237. if ( geometry.groupsNeedUpdate ) {
  6238. geometry.computeGroups( object.geometry );
  6239. this.groups = geometry.groups;
  6240. geometry.groupsNeedUpdate = false;
  6241. }
  6242. return this;
  6243. },
  6244. fromGeometry: function ( geometry ) {
  6245. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6246. return this.fromDirectGeometry( geometry.__directGeometry );
  6247. },
  6248. fromDirectGeometry: function ( geometry ) {
  6249. var positions = new Float32Array( geometry.vertices.length * 3 );
  6250. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6251. if ( geometry.normals.length > 0 ) {
  6252. var normals = new Float32Array( geometry.normals.length * 3 );
  6253. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6254. }
  6255. if ( geometry.colors.length > 0 ) {
  6256. var colors = new Float32Array( geometry.colors.length * 3 );
  6257. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6258. }
  6259. if ( geometry.uvs.length > 0 ) {
  6260. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6261. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6262. }
  6263. if ( geometry.uvs2.length > 0 ) {
  6264. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6265. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6266. }
  6267. // groups
  6268. this.groups = geometry.groups;
  6269. // morphs
  6270. for ( var name in geometry.morphTargets ) {
  6271. var array = [];
  6272. var morphTargets = geometry.morphTargets[ name ];
  6273. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6274. var morphTarget = morphTargets[ i ];
  6275. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6276. attribute.name = morphTarget.name;
  6277. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6278. }
  6279. this.morphAttributes[ name ] = array;
  6280. }
  6281. // skinning
  6282. if ( geometry.skinIndices.length > 0 ) {
  6283. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6284. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6285. }
  6286. if ( geometry.skinWeights.length > 0 ) {
  6287. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6288. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6289. }
  6290. //
  6291. if ( geometry.boundingSphere !== null ) {
  6292. this.boundingSphere = geometry.boundingSphere.clone();
  6293. }
  6294. if ( geometry.boundingBox !== null ) {
  6295. this.boundingBox = geometry.boundingBox.clone();
  6296. }
  6297. return this;
  6298. },
  6299. computeBoundingBox: function () {
  6300. if ( this.boundingBox === null ) {
  6301. this.boundingBox = new Box3();
  6302. }
  6303. var position = this.attributes.position;
  6304. var morphAttributesPosition = this.morphAttributes.position;
  6305. if ( position !== undefined ) {
  6306. this.boundingBox.setFromBufferAttribute( position );
  6307. // process morph attributes if present
  6308. if ( morphAttributesPosition ) {
  6309. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6310. var morphAttribute = morphAttributesPosition[ i ];
  6311. _box$2.setFromBufferAttribute( morphAttribute );
  6312. if ( this.morphTargetsRelative ) {
  6313. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6314. this.boundingBox.expandByPoint( _vector$4 );
  6315. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6316. this.boundingBox.expandByPoint( _vector$4 );
  6317. } else {
  6318. this.boundingBox.expandByPoint( _box$2.min );
  6319. this.boundingBox.expandByPoint( _box$2.max );
  6320. }
  6321. }
  6322. }
  6323. } else {
  6324. this.boundingBox.makeEmpty();
  6325. }
  6326. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6327. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6328. }
  6329. },
  6330. computeBoundingSphere: function () {
  6331. if ( this.boundingSphere === null ) {
  6332. this.boundingSphere = new Sphere();
  6333. }
  6334. var position = this.attributes.position;
  6335. var morphAttributesPosition = this.morphAttributes.position;
  6336. if ( position ) {
  6337. // first, find the center of the bounding sphere
  6338. var center = this.boundingSphere.center;
  6339. _box$2.setFromBufferAttribute( position );
  6340. // process morph attributes if present
  6341. if ( morphAttributesPosition ) {
  6342. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6343. var morphAttribute = morphAttributesPosition[ i ];
  6344. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6345. if ( this.morphTargetsRelative ) {
  6346. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6347. _box$2.expandByPoint( _vector$4 );
  6348. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6349. _box$2.expandByPoint( _vector$4 );
  6350. } else {
  6351. _box$2.expandByPoint( _boxMorphTargets.min );
  6352. _box$2.expandByPoint( _boxMorphTargets.max );
  6353. }
  6354. }
  6355. }
  6356. _box$2.getCenter( center );
  6357. // second, try to find a boundingSphere with a radius smaller than the
  6358. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6359. var maxRadiusSq = 0;
  6360. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6361. _vector$4.fromBufferAttribute( position, i$1 );
  6362. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6363. }
  6364. // process morph attributes if present
  6365. if ( morphAttributesPosition ) {
  6366. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6367. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6368. var morphTargetsRelative = this.morphTargetsRelative;
  6369. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6370. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6371. if ( morphTargetsRelative ) {
  6372. _offset.fromBufferAttribute( position, j );
  6373. _vector$4.add( _offset );
  6374. }
  6375. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6376. }
  6377. }
  6378. }
  6379. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6380. if ( isNaN( this.boundingSphere.radius ) ) {
  6381. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6382. }
  6383. }
  6384. },
  6385. computeFaceNormals: function () {
  6386. // backwards compatibility
  6387. },
  6388. computeVertexNormals: function () {
  6389. var index = this.index;
  6390. var attributes = this.attributes;
  6391. if ( attributes.position ) {
  6392. var positions = attributes.position.array;
  6393. if ( attributes.normal === undefined ) {
  6394. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6395. } else {
  6396. // reset existing normals to zero
  6397. var array = attributes.normal.array;
  6398. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6399. array[ i ] = 0;
  6400. }
  6401. }
  6402. var normals = attributes.normal.array;
  6403. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6404. var cb = new Vector3(), ab = new Vector3();
  6405. // indexed elements
  6406. if ( index ) {
  6407. var indices = index.array;
  6408. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6409. var vA = indices[ i$1 + 0 ] * 3;
  6410. var vB = indices[ i$1 + 1 ] * 3;
  6411. var vC = indices[ i$1 + 2 ] * 3;
  6412. pA.fromArray( positions, vA );
  6413. pB.fromArray( positions, vB );
  6414. pC.fromArray( positions, vC );
  6415. cb.subVectors( pC, pB );
  6416. ab.subVectors( pA, pB );
  6417. cb.cross( ab );
  6418. normals[ vA ] += cb.x;
  6419. normals[ vA + 1 ] += cb.y;
  6420. normals[ vA + 2 ] += cb.z;
  6421. normals[ vB ] += cb.x;
  6422. normals[ vB + 1 ] += cb.y;
  6423. normals[ vB + 2 ] += cb.z;
  6424. normals[ vC ] += cb.x;
  6425. normals[ vC + 1 ] += cb.y;
  6426. normals[ vC + 2 ] += cb.z;
  6427. }
  6428. } else {
  6429. // non-indexed elements (unconnected triangle soup)
  6430. for ( var i$2 = 0, il$2 = positions.length; i$2 < il$2; i$2 += 9 ) {
  6431. pA.fromArray( positions, i$2 );
  6432. pB.fromArray( positions, i$2 + 3 );
  6433. pC.fromArray( positions, i$2 + 6 );
  6434. cb.subVectors( pC, pB );
  6435. ab.subVectors( pA, pB );
  6436. cb.cross( ab );
  6437. normals[ i$2 ] = cb.x;
  6438. normals[ i$2 + 1 ] = cb.y;
  6439. normals[ i$2 + 2 ] = cb.z;
  6440. normals[ i$2 + 3 ] = cb.x;
  6441. normals[ i$2 + 4 ] = cb.y;
  6442. normals[ i$2 + 5 ] = cb.z;
  6443. normals[ i$2 + 6 ] = cb.x;
  6444. normals[ i$2 + 7 ] = cb.y;
  6445. normals[ i$2 + 8 ] = cb.z;
  6446. }
  6447. }
  6448. this.normalizeNormals();
  6449. attributes.normal.needsUpdate = true;
  6450. }
  6451. },
  6452. merge: function ( geometry, offset ) {
  6453. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6454. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6455. return;
  6456. }
  6457. if ( offset === undefined ) {
  6458. offset = 0;
  6459. console.warn(
  6460. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6461. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6462. );
  6463. }
  6464. var attributes = this.attributes;
  6465. for ( var key in attributes ) {
  6466. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6467. var attribute1 = attributes[ key ];
  6468. var attributeArray1 = attribute1.array;
  6469. var attribute2 = geometry.attributes[ key ];
  6470. var attributeArray2 = attribute2.array;
  6471. var attributeOffset = attribute2.itemSize * offset;
  6472. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6473. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6474. attributeArray1[ j ] = attributeArray2[ i ];
  6475. }
  6476. }
  6477. return this;
  6478. },
  6479. normalizeNormals: function () {
  6480. var normals = this.attributes.normal;
  6481. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6482. _vector$4.x = normals.getX( i );
  6483. _vector$4.y = normals.getY( i );
  6484. _vector$4.z = normals.getZ( i );
  6485. _vector$4.normalize();
  6486. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6487. }
  6488. },
  6489. toNonIndexed: function () {
  6490. function convertBufferAttribute( attribute, indices ) {
  6491. var array = attribute.array;
  6492. var itemSize = attribute.itemSize;
  6493. var normalized = attribute.normalized;
  6494. var array2 = new array.constructor( indices.length * itemSize );
  6495. var index = 0, index2 = 0;
  6496. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6497. index = indices[ i ] * itemSize;
  6498. for ( var j = 0; j < itemSize; j ++ ) {
  6499. array2[ index2 ++ ] = array[ index ++ ];
  6500. }
  6501. }
  6502. return new BufferAttribute( array2, itemSize, normalized );
  6503. }
  6504. //
  6505. if ( this.index === null ) {
  6506. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6507. return this;
  6508. }
  6509. var geometry2 = new BufferGeometry();
  6510. var indices = this.index.array;
  6511. var attributes = this.attributes;
  6512. // attributes
  6513. for ( var name in attributes ) {
  6514. var attribute = attributes[ name ];
  6515. var newAttribute = convertBufferAttribute( attribute, indices );
  6516. geometry2.setAttribute( name, newAttribute );
  6517. }
  6518. // morph attributes
  6519. var morphAttributes = this.morphAttributes;
  6520. for ( var name$1 in morphAttributes ) {
  6521. var morphArray = [];
  6522. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6523. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6524. var attribute$1 = morphAttribute[ i ];
  6525. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6526. morphArray.push( newAttribute$1 );
  6527. }
  6528. geometry2.morphAttributes[ name$1 ] = morphArray;
  6529. }
  6530. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6531. // groups
  6532. var groups = this.groups;
  6533. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6534. var group = groups[ i$1 ];
  6535. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6536. }
  6537. return geometry2;
  6538. },
  6539. toJSON: function () {
  6540. var data = {
  6541. metadata: {
  6542. version: 4.5,
  6543. type: 'BufferGeometry',
  6544. generator: 'BufferGeometry.toJSON'
  6545. }
  6546. };
  6547. // standard BufferGeometry serialization
  6548. data.uuid = this.uuid;
  6549. data.type = this.type;
  6550. if ( this.name !== '' ) { data.name = this.name; }
  6551. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6552. if ( this.parameters !== undefined ) {
  6553. var parameters = this.parameters;
  6554. for ( var key in parameters ) {
  6555. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6556. }
  6557. return data;
  6558. }
  6559. data.data = { attributes: {} };
  6560. var index = this.index;
  6561. if ( index !== null ) {
  6562. data.data.index = {
  6563. type: index.array.constructor.name,
  6564. array: Array.prototype.slice.call( index.array )
  6565. };
  6566. }
  6567. var attributes = this.attributes;
  6568. for ( var key$1 in attributes ) {
  6569. var attribute = attributes[ key$1 ];
  6570. var attributeData = attribute.toJSON();
  6571. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6572. data.data.attributes[ key$1 ] = attributeData;
  6573. }
  6574. var morphAttributes = {};
  6575. var hasMorphAttributes = false;
  6576. for ( var key$2 in this.morphAttributes ) {
  6577. var attributeArray = this.morphAttributes[ key$2 ];
  6578. var array = [];
  6579. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6580. var attribute$1 = attributeArray[ i ];
  6581. var attributeData$1 = attribute$1.toJSON();
  6582. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6583. array.push( attributeData$1 );
  6584. }
  6585. if ( array.length > 0 ) {
  6586. morphAttributes[ key$2 ] = array;
  6587. hasMorphAttributes = true;
  6588. }
  6589. }
  6590. if ( hasMorphAttributes ) {
  6591. data.data.morphAttributes = morphAttributes;
  6592. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6593. }
  6594. var groups = this.groups;
  6595. if ( groups.length > 0 ) {
  6596. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6597. }
  6598. var boundingSphere = this.boundingSphere;
  6599. if ( boundingSphere !== null ) {
  6600. data.data.boundingSphere = {
  6601. center: boundingSphere.center.toArray(),
  6602. radius: boundingSphere.radius
  6603. };
  6604. }
  6605. return data;
  6606. },
  6607. clone: function () {
  6608. /*
  6609. // Handle primitives
  6610. const parameters = this.parameters;
  6611. if ( parameters !== undefined ) {
  6612. const values = [];
  6613. for ( const key in parameters ) {
  6614. values.push( parameters[ key ] );
  6615. }
  6616. const geometry = Object.create( this.constructor.prototype );
  6617. this.constructor.apply( geometry, values );
  6618. return geometry;
  6619. }
  6620. return new this.constructor().copy( this );
  6621. */
  6622. return new BufferGeometry().copy( this );
  6623. },
  6624. copy: function ( source ) {
  6625. // reset
  6626. this.index = null;
  6627. this.attributes = {};
  6628. this.morphAttributes = {};
  6629. this.groups = [];
  6630. this.boundingBox = null;
  6631. this.boundingSphere = null;
  6632. // name
  6633. this.name = source.name;
  6634. // index
  6635. var index = source.index;
  6636. if ( index !== null ) {
  6637. this.setIndex( index.clone() );
  6638. }
  6639. // attributes
  6640. var attributes = source.attributes;
  6641. for ( var name in attributes ) {
  6642. var attribute = attributes[ name ];
  6643. this.setAttribute( name, attribute.clone() );
  6644. }
  6645. // morph attributes
  6646. var morphAttributes = source.morphAttributes;
  6647. for ( var name$1 in morphAttributes ) {
  6648. var array = [];
  6649. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6650. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6651. array.push( morphAttribute[ i ].clone() );
  6652. }
  6653. this.morphAttributes[ name$1 ] = array;
  6654. }
  6655. this.morphTargetsRelative = source.morphTargetsRelative;
  6656. // groups
  6657. var groups = source.groups;
  6658. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6659. var group = groups[ i$1 ];
  6660. this.addGroup( group.start, group.count, group.materialIndex );
  6661. }
  6662. // bounding box
  6663. var boundingBox = source.boundingBox;
  6664. if ( boundingBox !== null ) {
  6665. this.boundingBox = boundingBox.clone();
  6666. }
  6667. // bounding sphere
  6668. var boundingSphere = source.boundingSphere;
  6669. if ( boundingSphere !== null ) {
  6670. this.boundingSphere = boundingSphere.clone();
  6671. }
  6672. // draw range
  6673. this.drawRange.start = source.drawRange.start;
  6674. this.drawRange.count = source.drawRange.count;
  6675. // user data
  6676. this.userData = source.userData;
  6677. return this;
  6678. },
  6679. dispose: function () {
  6680. this.dispatchEvent( { type: 'dispose' } );
  6681. }
  6682. } );
  6683. /**
  6684. * @author mrdoob / http://mrdoob.com/
  6685. * @author alteredq / http://alteredqualia.com/
  6686. * @author mikael emtinger / http://gomo.se/
  6687. * @author jonobr1 / http://jonobr1.com/
  6688. */
  6689. var _inverseMatrix = new Matrix4();
  6690. var _ray = new Ray();
  6691. var _sphere = new Sphere();
  6692. var _vA = new Vector3();
  6693. var _vB = new Vector3();
  6694. var _vC = new Vector3();
  6695. var _tempA = new Vector3();
  6696. var _tempB = new Vector3();
  6697. var _tempC = new Vector3();
  6698. var _morphA = new Vector3();
  6699. var _morphB = new Vector3();
  6700. var _morphC = new Vector3();
  6701. var _uvA = new Vector2();
  6702. var _uvB = new Vector2();
  6703. var _uvC = new Vector2();
  6704. var _intersectionPoint = new Vector3();
  6705. var _intersectionPointWorld = new Vector3();
  6706. function Mesh( geometry, material ) {
  6707. Object3D.call( this );
  6708. this.type = 'Mesh';
  6709. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6710. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6711. this.updateMorphTargets();
  6712. }
  6713. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6714. constructor: Mesh,
  6715. isMesh: true,
  6716. copy: function ( source ) {
  6717. Object3D.prototype.copy.call( this, source );
  6718. if ( source.morphTargetInfluences !== undefined ) {
  6719. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6720. }
  6721. if ( source.morphTargetDictionary !== undefined ) {
  6722. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6723. }
  6724. this.material = source.material;
  6725. this.geometry = source.geometry;
  6726. return this;
  6727. },
  6728. updateMorphTargets: function () {
  6729. var geometry = this.geometry;
  6730. if ( geometry.isBufferGeometry ) {
  6731. var morphAttributes = geometry.morphAttributes;
  6732. var keys = Object.keys( morphAttributes );
  6733. if ( keys.length > 0 ) {
  6734. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6735. if ( morphAttribute !== undefined ) {
  6736. this.morphTargetInfluences = [];
  6737. this.morphTargetDictionary = {};
  6738. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6739. var name = morphAttribute[ m ].name || String( m );
  6740. this.morphTargetInfluences.push( 0 );
  6741. this.morphTargetDictionary[ name ] = m;
  6742. }
  6743. }
  6744. }
  6745. } else {
  6746. var morphTargets = geometry.morphTargets;
  6747. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6748. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6749. }
  6750. }
  6751. },
  6752. raycast: function ( raycaster, intersects ) {
  6753. var geometry = this.geometry;
  6754. var material = this.material;
  6755. var matrixWorld = this.matrixWorld;
  6756. if ( material === undefined ) { return; }
  6757. // Checking boundingSphere distance to ray
  6758. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6759. _sphere.copy( geometry.boundingSphere );
  6760. _sphere.applyMatrix4( matrixWorld );
  6761. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6762. //
  6763. _inverseMatrix.getInverse( matrixWorld );
  6764. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6765. // Check boundingBox before continuing
  6766. if ( geometry.boundingBox !== null ) {
  6767. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6768. }
  6769. var intersection;
  6770. if ( geometry.isBufferGeometry ) {
  6771. var index = geometry.index;
  6772. var position = geometry.attributes.position;
  6773. var morphPosition = geometry.morphAttributes.position;
  6774. var morphTargetsRelative = geometry.morphTargetsRelative;
  6775. var uv = geometry.attributes.uv;
  6776. var uv2 = geometry.attributes.uv2;
  6777. var groups = geometry.groups;
  6778. var drawRange = geometry.drawRange;
  6779. if ( index !== null ) {
  6780. // indexed buffer geometry
  6781. if ( Array.isArray( material ) ) {
  6782. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6783. var group = groups[ i ];
  6784. var groupMaterial = material[ group.materialIndex ];
  6785. var start = Math.max( group.start, drawRange.start );
  6786. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6787. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6788. var a = index.getX( j );
  6789. var b = index.getX( j + 1 );
  6790. var c = index.getX( j + 2 );
  6791. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6792. if ( intersection ) {
  6793. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6794. intersection.face.materialIndex = group.materialIndex;
  6795. intersects.push( intersection );
  6796. }
  6797. }
  6798. }
  6799. } else {
  6800. var start$1 = Math.max( 0, drawRange.start );
  6801. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6802. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6803. var a$1 = index.getX( i$1 );
  6804. var b$1 = index.getX( i$1 + 1 );
  6805. var c$1 = index.getX( i$1 + 2 );
  6806. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6807. if ( intersection ) {
  6808. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6809. intersects.push( intersection );
  6810. }
  6811. }
  6812. }
  6813. } else if ( position !== undefined ) {
  6814. // non-indexed buffer geometry
  6815. if ( Array.isArray( material ) ) {
  6816. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6817. var group$1 = groups[ i$2 ];
  6818. var groupMaterial$1 = material[ group$1.materialIndex ];
  6819. var start$2 = Math.max( group$1.start, drawRange.start );
  6820. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6821. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6822. var a$2 = j$1;
  6823. var b$2 = j$1 + 1;
  6824. var c$2 = j$1 + 2;
  6825. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6826. if ( intersection ) {
  6827. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6828. intersection.face.materialIndex = group$1.materialIndex;
  6829. intersects.push( intersection );
  6830. }
  6831. }
  6832. }
  6833. } else {
  6834. var start$3 = Math.max( 0, drawRange.start );
  6835. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6836. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6837. var a$3 = i$3;
  6838. var b$3 = i$3 + 1;
  6839. var c$3 = i$3 + 2;
  6840. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6841. if ( intersection ) {
  6842. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6843. intersects.push( intersection );
  6844. }
  6845. }
  6846. }
  6847. }
  6848. } else if ( geometry.isGeometry ) {
  6849. var isMultiMaterial = Array.isArray( material );
  6850. var vertices = geometry.vertices;
  6851. var faces = geometry.faces;
  6852. var uvs;
  6853. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6854. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6855. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6856. var face = faces[ f ];
  6857. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6858. if ( faceMaterial === undefined ) { continue; }
  6859. var fvA = vertices[ face.a ];
  6860. var fvB = vertices[ face.b ];
  6861. var fvC = vertices[ face.c ];
  6862. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6863. if ( intersection ) {
  6864. if ( uvs && uvs[ f ] ) {
  6865. var uvs_f = uvs[ f ];
  6866. _uvA.copy( uvs_f[ 0 ] );
  6867. _uvB.copy( uvs_f[ 1 ] );
  6868. _uvC.copy( uvs_f[ 2 ] );
  6869. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6870. }
  6871. intersection.face = face;
  6872. intersection.faceIndex = f;
  6873. intersects.push( intersection );
  6874. }
  6875. }
  6876. }
  6877. }
  6878. } );
  6879. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6880. var intersect;
  6881. if ( material.side === BackSide ) {
  6882. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6883. } else {
  6884. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6885. }
  6886. if ( intersect === null ) { return null; }
  6887. _intersectionPointWorld.copy( point );
  6888. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6889. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6890. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6891. return {
  6892. distance: distance,
  6893. point: _intersectionPointWorld.clone(),
  6894. object: object
  6895. };
  6896. }
  6897. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6898. _vA.fromBufferAttribute( position, a );
  6899. _vB.fromBufferAttribute( position, b );
  6900. _vC.fromBufferAttribute( position, c );
  6901. var morphInfluences = object.morphTargetInfluences;
  6902. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6903. _morphA.set( 0, 0, 0 );
  6904. _morphB.set( 0, 0, 0 );
  6905. _morphC.set( 0, 0, 0 );
  6906. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6907. var influence = morphInfluences[ i ];
  6908. var morphAttribute = morphPosition[ i ];
  6909. if ( influence === 0 ) { continue; }
  6910. _tempA.fromBufferAttribute( morphAttribute, a );
  6911. _tempB.fromBufferAttribute( morphAttribute, b );
  6912. _tempC.fromBufferAttribute( morphAttribute, c );
  6913. if ( morphTargetsRelative ) {
  6914. _morphA.addScaledVector( _tempA, influence );
  6915. _morphB.addScaledVector( _tempB, influence );
  6916. _morphC.addScaledVector( _tempC, influence );
  6917. } else {
  6918. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6919. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6920. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6921. }
  6922. }
  6923. _vA.add( _morphA );
  6924. _vB.add( _morphB );
  6925. _vC.add( _morphC );
  6926. }
  6927. if ( object.isSkinnedMesh ) {
  6928. object.boneTransform( a, _vA );
  6929. object.boneTransform( b, _vB );
  6930. object.boneTransform( c, _vC );
  6931. }
  6932. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6933. if ( intersection ) {
  6934. if ( uv ) {
  6935. _uvA.fromBufferAttribute( uv, a );
  6936. _uvB.fromBufferAttribute( uv, b );
  6937. _uvC.fromBufferAttribute( uv, c );
  6938. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6939. }
  6940. if ( uv2 ) {
  6941. _uvA.fromBufferAttribute( uv2, a );
  6942. _uvB.fromBufferAttribute( uv2, b );
  6943. _uvC.fromBufferAttribute( uv2, c );
  6944. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6945. }
  6946. var face = new Face3( a, b, c );
  6947. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6948. intersection.face = face;
  6949. }
  6950. return intersection;
  6951. }
  6952. /**
  6953. * @author mrdoob / http://mrdoob.com/
  6954. * @author kile / http://kile.stravaganza.org/
  6955. * @author alteredq / http://alteredqualia.com/
  6956. * @author mikael emtinger / http://gomo.se/
  6957. * @author zz85 / http://www.lab4games.net/zz85/blog
  6958. * @author bhouston / http://clara.io
  6959. */
  6960. var _geometryId = 0; // Geometry uses even numbers as Id
  6961. var _m1$3 = new Matrix4();
  6962. var _obj$1 = new Object3D();
  6963. var _offset$1 = new Vector3();
  6964. function Geometry() {
  6965. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6966. this.uuid = MathUtils.generateUUID();
  6967. this.name = '';
  6968. this.type = 'Geometry';
  6969. this.vertices = [];
  6970. this.colors = [];
  6971. this.faces = [];
  6972. this.faceVertexUvs = [[]];
  6973. this.morphTargets = [];
  6974. this.morphNormals = [];
  6975. this.skinWeights = [];
  6976. this.skinIndices = [];
  6977. this.lineDistances = [];
  6978. this.boundingBox = null;
  6979. this.boundingSphere = null;
  6980. // update flags
  6981. this.elementsNeedUpdate = false;
  6982. this.verticesNeedUpdate = false;
  6983. this.uvsNeedUpdate = false;
  6984. this.normalsNeedUpdate = false;
  6985. this.colorsNeedUpdate = false;
  6986. this.lineDistancesNeedUpdate = false;
  6987. this.groupsNeedUpdate = false;
  6988. }
  6989. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6990. constructor: Geometry,
  6991. isGeometry: true,
  6992. applyMatrix4: function ( matrix ) {
  6993. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6994. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6995. var vertex = this.vertices[ i ];
  6996. vertex.applyMatrix4( matrix );
  6997. }
  6998. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  6999. var face = this.faces[ i$1 ];
  7000. face.normal.applyMatrix3( normalMatrix ).normalize();
  7001. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7002. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7003. }
  7004. }
  7005. if ( this.boundingBox !== null ) {
  7006. this.computeBoundingBox();
  7007. }
  7008. if ( this.boundingSphere !== null ) {
  7009. this.computeBoundingSphere();
  7010. }
  7011. this.verticesNeedUpdate = true;
  7012. this.normalsNeedUpdate = true;
  7013. return this;
  7014. },
  7015. rotateX: function ( angle ) {
  7016. // rotate geometry around world x-axis
  7017. _m1$3.makeRotationX( angle );
  7018. this.applyMatrix4( _m1$3 );
  7019. return this;
  7020. },
  7021. rotateY: function ( angle ) {
  7022. // rotate geometry around world y-axis
  7023. _m1$3.makeRotationY( angle );
  7024. this.applyMatrix4( _m1$3 );
  7025. return this;
  7026. },
  7027. rotateZ: function ( angle ) {
  7028. // rotate geometry around world z-axis
  7029. _m1$3.makeRotationZ( angle );
  7030. this.applyMatrix4( _m1$3 );
  7031. return this;
  7032. },
  7033. translate: function ( x, y, z ) {
  7034. // translate geometry
  7035. _m1$3.makeTranslation( x, y, z );
  7036. this.applyMatrix4( _m1$3 );
  7037. return this;
  7038. },
  7039. scale: function ( x, y, z ) {
  7040. // scale geometry
  7041. _m1$3.makeScale( x, y, z );
  7042. this.applyMatrix4( _m1$3 );
  7043. return this;
  7044. },
  7045. lookAt: function ( vector ) {
  7046. _obj$1.lookAt( vector );
  7047. _obj$1.updateMatrix();
  7048. this.applyMatrix4( _obj$1.matrix );
  7049. return this;
  7050. },
  7051. fromBufferGeometry: function ( geometry ) {
  7052. var scope = this;
  7053. var indices = geometry.index !== null ? geometry.index.array : undefined;
  7054. var attributes = geometry.attributes;
  7055. if ( attributes.position === undefined ) {
  7056. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7057. return this;
  7058. }
  7059. var positions = attributes.position.array;
  7060. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  7061. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  7062. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  7063. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  7064. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7065. for ( var i = 0; i < positions.length; i += 3 ) {
  7066. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  7067. if ( colors !== undefined ) {
  7068. scope.colors.push( new Color().fromArray( colors, i ) );
  7069. }
  7070. }
  7071. function addFace( a, b, c, materialIndex ) {
  7072. var vertexColors = ( colors === undefined ) ? [] : [
  7073. scope.colors[ a ].clone(),
  7074. scope.colors[ b ].clone(),
  7075. scope.colors[ c ].clone() ];
  7076. var vertexNormals = ( normals === undefined ) ? [] : [
  7077. new Vector3().fromArray( normals, a * 3 ),
  7078. new Vector3().fromArray( normals, b * 3 ),
  7079. new Vector3().fromArray( normals, c * 3 )
  7080. ];
  7081. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7082. scope.faces.push( face );
  7083. if ( uvs !== undefined ) {
  7084. scope.faceVertexUvs[ 0 ].push( [
  7085. new Vector2().fromArray( uvs, a * 2 ),
  7086. new Vector2().fromArray( uvs, b * 2 ),
  7087. new Vector2().fromArray( uvs, c * 2 )
  7088. ] );
  7089. }
  7090. if ( uvs2 !== undefined ) {
  7091. scope.faceVertexUvs[ 1 ].push( [
  7092. new Vector2().fromArray( uvs2, a * 2 ),
  7093. new Vector2().fromArray( uvs2, b * 2 ),
  7094. new Vector2().fromArray( uvs2, c * 2 )
  7095. ] );
  7096. }
  7097. }
  7098. var groups = geometry.groups;
  7099. if ( groups.length > 0 ) {
  7100. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7101. var group = groups[ i$1 ];
  7102. var start = group.start;
  7103. var count = group.count;
  7104. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7105. if ( indices !== undefined ) {
  7106. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7107. } else {
  7108. addFace( j, j + 1, j + 2, group.materialIndex );
  7109. }
  7110. }
  7111. }
  7112. } else {
  7113. if ( indices !== undefined ) {
  7114. for ( var i$2 = 0; i$2 < indices.length; i$2 += 3 ) {
  7115. addFace( indices[ i$2 ], indices[ i$2 + 1 ], indices[ i$2 + 2 ] );
  7116. }
  7117. } else {
  7118. for ( var i$3 = 0; i$3 < positions.length / 3; i$3 += 3 ) {
  7119. addFace( i$3, i$3 + 1, i$3 + 2 );
  7120. }
  7121. }
  7122. }
  7123. this.computeFaceNormals();
  7124. if ( geometry.boundingBox !== null ) {
  7125. this.boundingBox = geometry.boundingBox.clone();
  7126. }
  7127. if ( geometry.boundingSphere !== null ) {
  7128. this.boundingSphere = geometry.boundingSphere.clone();
  7129. }
  7130. return this;
  7131. },
  7132. center: function () {
  7133. this.computeBoundingBox();
  7134. this.boundingBox.getCenter( _offset$1 ).negate();
  7135. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7136. return this;
  7137. },
  7138. normalize: function () {
  7139. this.computeBoundingSphere();
  7140. var center = this.boundingSphere.center;
  7141. var radius = this.boundingSphere.radius;
  7142. var s = radius === 0 ? 1 : 1.0 / radius;
  7143. var matrix = new Matrix4();
  7144. matrix.set(
  7145. s, 0, 0, - s * center.x,
  7146. 0, s, 0, - s * center.y,
  7147. 0, 0, s, - s * center.z,
  7148. 0, 0, 0, 1
  7149. );
  7150. this.applyMatrix4( matrix );
  7151. return this;
  7152. },
  7153. computeFaceNormals: function () {
  7154. var cb = new Vector3(), ab = new Vector3();
  7155. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7156. var face = this.faces[ f ];
  7157. var vA = this.vertices[ face.a ];
  7158. var vB = this.vertices[ face.b ];
  7159. var vC = this.vertices[ face.c ];
  7160. cb.subVectors( vC, vB );
  7161. ab.subVectors( vA, vB );
  7162. cb.cross( ab );
  7163. cb.normalize();
  7164. face.normal.copy( cb );
  7165. }
  7166. },
  7167. computeVertexNormals: function ( areaWeighted ) {
  7168. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7169. var vertices = new Array( this.vertices.length );
  7170. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7171. vertices[ v ] = new Vector3();
  7172. }
  7173. if ( areaWeighted ) {
  7174. // vertex normals weighted by triangle areas
  7175. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7176. var cb = new Vector3(), ab = new Vector3();
  7177. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7178. var face = this.faces[ f ];
  7179. var vA = this.vertices[ face.a ];
  7180. var vB = this.vertices[ face.b ];
  7181. var vC = this.vertices[ face.c ];
  7182. cb.subVectors( vC, vB );
  7183. ab.subVectors( vA, vB );
  7184. cb.cross( ab );
  7185. vertices[ face.a ].add( cb );
  7186. vertices[ face.b ].add( cb );
  7187. vertices[ face.c ].add( cb );
  7188. }
  7189. } else {
  7190. this.computeFaceNormals();
  7191. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7192. var face$1 = this.faces[ f$1 ];
  7193. vertices[ face$1.a ].add( face$1.normal );
  7194. vertices[ face$1.b ].add( face$1.normal );
  7195. vertices[ face$1.c ].add( face$1.normal );
  7196. }
  7197. }
  7198. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7199. vertices[ v$1 ].normalize();
  7200. }
  7201. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7202. var face$2 = this.faces[ f$2 ];
  7203. var vertexNormals = face$2.vertexNormals;
  7204. if ( vertexNormals.length === 3 ) {
  7205. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7206. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7207. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7208. } else {
  7209. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7210. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7211. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7212. }
  7213. }
  7214. if ( this.faces.length > 0 ) {
  7215. this.normalsNeedUpdate = true;
  7216. }
  7217. },
  7218. computeFlatVertexNormals: function () {
  7219. this.computeFaceNormals();
  7220. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7221. var face = this.faces[ f ];
  7222. var vertexNormals = face.vertexNormals;
  7223. if ( vertexNormals.length === 3 ) {
  7224. vertexNormals[ 0 ].copy( face.normal );
  7225. vertexNormals[ 1 ].copy( face.normal );
  7226. vertexNormals[ 2 ].copy( face.normal );
  7227. } else {
  7228. vertexNormals[ 0 ] = face.normal.clone();
  7229. vertexNormals[ 1 ] = face.normal.clone();
  7230. vertexNormals[ 2 ] = face.normal.clone();
  7231. }
  7232. }
  7233. if ( this.faces.length > 0 ) {
  7234. this.normalsNeedUpdate = true;
  7235. }
  7236. },
  7237. computeMorphNormals: function () {
  7238. // save original normals
  7239. // - create temp variables on first access
  7240. // otherwise just copy (for faster repeated calls)
  7241. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7242. var face = this.faces[ f ];
  7243. if ( ! face.__originalFaceNormal ) {
  7244. face.__originalFaceNormal = face.normal.clone();
  7245. } else {
  7246. face.__originalFaceNormal.copy( face.normal );
  7247. }
  7248. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7249. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7250. if ( ! face.__originalVertexNormals[ i ] ) {
  7251. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7252. } else {
  7253. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7254. }
  7255. }
  7256. }
  7257. // use temp geometry to compute face and vertex normals for each morph
  7258. var tmpGeo = new Geometry();
  7259. tmpGeo.faces = this.faces;
  7260. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7261. // create on first access
  7262. if ( ! this.morphNormals[ i$1 ] ) {
  7263. this.morphNormals[ i$1 ] = {};
  7264. this.morphNormals[ i$1 ].faceNormals = [];
  7265. this.morphNormals[ i$1 ].vertexNormals = [];
  7266. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7267. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7268. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7269. var faceNormal = new Vector3();
  7270. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7271. dstNormalsFace.push( faceNormal );
  7272. dstNormalsVertex.push( vertexNormals );
  7273. }
  7274. }
  7275. var morphNormals = this.morphNormals[ i$1 ];
  7276. // set vertices to morph target
  7277. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7278. // compute morph normals
  7279. tmpGeo.computeFaceNormals();
  7280. tmpGeo.computeVertexNormals();
  7281. // store morph normals
  7282. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7283. var face$1 = this.faces[ f$2 ];
  7284. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7285. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7286. faceNormal$1.copy( face$1.normal );
  7287. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7288. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7289. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7290. }
  7291. }
  7292. // restore original normals
  7293. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7294. var face$2 = this.faces[ f$3 ];
  7295. face$2.normal = face$2.__originalFaceNormal;
  7296. face$2.vertexNormals = face$2.__originalVertexNormals;
  7297. }
  7298. },
  7299. computeBoundingBox: function () {
  7300. if ( this.boundingBox === null ) {
  7301. this.boundingBox = new Box3();
  7302. }
  7303. this.boundingBox.setFromPoints( this.vertices );
  7304. },
  7305. computeBoundingSphere: function () {
  7306. if ( this.boundingSphere === null ) {
  7307. this.boundingSphere = new Sphere();
  7308. }
  7309. this.boundingSphere.setFromPoints( this.vertices );
  7310. },
  7311. merge: function ( geometry, matrix, materialIndexOffset ) {
  7312. if ( ! ( geometry && geometry.isGeometry ) ) {
  7313. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7314. return;
  7315. }
  7316. var normalMatrix,
  7317. vertexOffset = this.vertices.length,
  7318. vertices1 = this.vertices,
  7319. vertices2 = geometry.vertices,
  7320. faces1 = this.faces,
  7321. faces2 = geometry.faces,
  7322. colors1 = this.colors,
  7323. colors2 = geometry.colors;
  7324. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7325. if ( matrix !== undefined ) {
  7326. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7327. }
  7328. // vertices
  7329. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7330. var vertex = vertices2[ i ];
  7331. var vertexCopy = vertex.clone();
  7332. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7333. vertices1.push( vertexCopy );
  7334. }
  7335. // colors
  7336. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7337. colors1.push( colors2[ i$1 ].clone() );
  7338. }
  7339. // faces
  7340. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7341. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7342. faceVertexNormals = face.vertexNormals,
  7343. faceVertexColors = face.vertexColors;
  7344. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7345. faceCopy.normal.copy( face.normal );
  7346. if ( normalMatrix !== undefined ) {
  7347. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7348. }
  7349. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7350. normal = faceVertexNormals[ j ].clone();
  7351. if ( normalMatrix !== undefined ) {
  7352. normal.applyMatrix3( normalMatrix ).normalize();
  7353. }
  7354. faceCopy.vertexNormals.push( normal );
  7355. }
  7356. faceCopy.color.copy( face.color );
  7357. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7358. color = faceVertexColors[ j$1 ];
  7359. faceCopy.vertexColors.push( color.clone() );
  7360. }
  7361. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7362. faces1.push( faceCopy );
  7363. }
  7364. // uvs
  7365. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7366. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7367. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7368. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7369. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7370. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7371. uvsCopy.push( uvs2[ k ].clone() );
  7372. }
  7373. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7374. }
  7375. }
  7376. },
  7377. mergeMesh: function ( mesh ) {
  7378. if ( ! ( mesh && mesh.isMesh ) ) {
  7379. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7380. return;
  7381. }
  7382. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7383. this.merge( mesh.geometry, mesh.matrix );
  7384. },
  7385. /*
  7386. * Checks for duplicate vertices with hashmap.
  7387. * Duplicated vertices are removed
  7388. * and faces' vertices are updated.
  7389. */
  7390. mergeVertices: function () {
  7391. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7392. var unique = [], changes = [];
  7393. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7394. var precision = Math.pow( 10, precisionPoints );
  7395. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7396. var v = this.vertices[ i ];
  7397. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7398. if ( verticesMap[ key ] === undefined ) {
  7399. verticesMap[ key ] = i;
  7400. unique.push( this.vertices[ i ] );
  7401. changes[ i ] = unique.length - 1;
  7402. } else {
  7403. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7404. changes[ i ] = changes[ verticesMap[ key ] ];
  7405. }
  7406. }
  7407. // if faces are completely degenerate after merging vertices, we
  7408. // have to remove them from the geometry.
  7409. var faceIndicesToRemove = [];
  7410. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7411. var face = this.faces[ i$1 ];
  7412. face.a = changes[ face.a ];
  7413. face.b = changes[ face.b ];
  7414. face.c = changes[ face.c ];
  7415. var indices = [ face.a, face.b, face.c ];
  7416. // if any duplicate vertices are found in a Face3
  7417. // we have to remove the face as nothing can be saved
  7418. for ( var n = 0; n < 3; n ++ ) {
  7419. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7420. faceIndicesToRemove.push( i$1 );
  7421. break;
  7422. }
  7423. }
  7424. }
  7425. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7426. var idx = faceIndicesToRemove[ i$2 ];
  7427. this.faces.splice( idx, 1 );
  7428. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7429. this.faceVertexUvs[ j ].splice( idx, 1 );
  7430. }
  7431. }
  7432. // Use unique set of vertices
  7433. var diff = this.vertices.length - unique.length;
  7434. this.vertices = unique;
  7435. return diff;
  7436. },
  7437. setFromPoints: function ( points ) {
  7438. this.vertices = [];
  7439. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7440. var point = points[ i ];
  7441. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7442. }
  7443. return this;
  7444. },
  7445. sortFacesByMaterialIndex: function () {
  7446. var faces = this.faces;
  7447. var length = faces.length;
  7448. // tag faces
  7449. for ( var i = 0; i < length; i ++ ) {
  7450. faces[ i ]._id = i;
  7451. }
  7452. // sort faces
  7453. function materialIndexSort( a, b ) {
  7454. return a.materialIndex - b.materialIndex;
  7455. }
  7456. faces.sort( materialIndexSort );
  7457. // sort uvs
  7458. var uvs1 = this.faceVertexUvs[ 0 ];
  7459. var uvs2 = this.faceVertexUvs[ 1 ];
  7460. var newUvs1, newUvs2;
  7461. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7462. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7463. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7464. var id = faces[ i$1 ]._id;
  7465. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7466. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7467. }
  7468. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7469. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7470. },
  7471. toJSON: function () {
  7472. var data = {
  7473. metadata: {
  7474. version: 4.5,
  7475. type: 'Geometry',
  7476. generator: 'Geometry.toJSON'
  7477. }
  7478. };
  7479. // standard Geometry serialization
  7480. data.uuid = this.uuid;
  7481. data.type = this.type;
  7482. if ( this.name !== '' ) { data.name = this.name; }
  7483. if ( this.parameters !== undefined ) {
  7484. var parameters = this.parameters;
  7485. for ( var key in parameters ) {
  7486. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7487. }
  7488. return data;
  7489. }
  7490. var vertices = [];
  7491. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7492. var vertex = this.vertices[ i ];
  7493. vertices.push( vertex.x, vertex.y, vertex.z );
  7494. }
  7495. var faces = [];
  7496. var normals = [];
  7497. var normalsHash = {};
  7498. var colors = [];
  7499. var colorsHash = {};
  7500. var uvs = [];
  7501. var uvsHash = {};
  7502. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7503. var face = this.faces[ i$1 ];
  7504. var hasMaterial = true;
  7505. var hasFaceUv = false; // deprecated
  7506. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7507. var hasFaceNormal = face.normal.length() > 0;
  7508. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7509. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7510. var hasFaceVertexColor = face.vertexColors.length > 0;
  7511. var faceType = 0;
  7512. faceType = setBit( faceType, 0, 0 ); // isQuad
  7513. faceType = setBit( faceType, 1, hasMaterial );
  7514. faceType = setBit( faceType, 2, hasFaceUv );
  7515. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7516. faceType = setBit( faceType, 4, hasFaceNormal );
  7517. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7518. faceType = setBit( faceType, 6, hasFaceColor );
  7519. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7520. faces.push( faceType );
  7521. faces.push( face.a, face.b, face.c );
  7522. faces.push( face.materialIndex );
  7523. if ( hasFaceVertexUv ) {
  7524. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7525. faces.push(
  7526. getUvIndex( faceVertexUvs[ 0 ] ),
  7527. getUvIndex( faceVertexUvs[ 1 ] ),
  7528. getUvIndex( faceVertexUvs[ 2 ] )
  7529. );
  7530. }
  7531. if ( hasFaceNormal ) {
  7532. faces.push( getNormalIndex( face.normal ) );
  7533. }
  7534. if ( hasFaceVertexNormal ) {
  7535. var vertexNormals = face.vertexNormals;
  7536. faces.push(
  7537. getNormalIndex( vertexNormals[ 0 ] ),
  7538. getNormalIndex( vertexNormals[ 1 ] ),
  7539. getNormalIndex( vertexNormals[ 2 ] )
  7540. );
  7541. }
  7542. if ( hasFaceColor ) {
  7543. faces.push( getColorIndex( face.color ) );
  7544. }
  7545. if ( hasFaceVertexColor ) {
  7546. var vertexColors = face.vertexColors;
  7547. faces.push(
  7548. getColorIndex( vertexColors[ 0 ] ),
  7549. getColorIndex( vertexColors[ 1 ] ),
  7550. getColorIndex( vertexColors[ 2 ] )
  7551. );
  7552. }
  7553. }
  7554. function setBit( value, position, enabled ) {
  7555. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7556. }
  7557. function getNormalIndex( normal ) {
  7558. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7559. if ( normalsHash[ hash ] !== undefined ) {
  7560. return normalsHash[ hash ];
  7561. }
  7562. normalsHash[ hash ] = normals.length / 3;
  7563. normals.push( normal.x, normal.y, normal.z );
  7564. return normalsHash[ hash ];
  7565. }
  7566. function getColorIndex( color ) {
  7567. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7568. if ( colorsHash[ hash ] !== undefined ) {
  7569. return colorsHash[ hash ];
  7570. }
  7571. colorsHash[ hash ] = colors.length;
  7572. colors.push( color.getHex() );
  7573. return colorsHash[ hash ];
  7574. }
  7575. function getUvIndex( uv ) {
  7576. var hash = uv.x.toString() + uv.y.toString();
  7577. if ( uvsHash[ hash ] !== undefined ) {
  7578. return uvsHash[ hash ];
  7579. }
  7580. uvsHash[ hash ] = uvs.length / 2;
  7581. uvs.push( uv.x, uv.y );
  7582. return uvsHash[ hash ];
  7583. }
  7584. data.data = {};
  7585. data.data.vertices = vertices;
  7586. data.data.normals = normals;
  7587. if ( colors.length > 0 ) { data.data.colors = colors; }
  7588. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7589. data.data.faces = faces;
  7590. return data;
  7591. },
  7592. clone: function () {
  7593. /*
  7594. // Handle primitives
  7595. const parameters = this.parameters;
  7596. if ( parameters !== undefined ) {
  7597. const values = [];
  7598. for ( const key in parameters ) {
  7599. values.push( parameters[ key ] );
  7600. }
  7601. const geometry = Object.create( this.constructor.prototype );
  7602. this.constructor.apply( geometry, values );
  7603. return geometry;
  7604. }
  7605. return new this.constructor().copy( this );
  7606. */
  7607. return new Geometry().copy( this );
  7608. },
  7609. copy: function ( source ) {
  7610. // reset
  7611. this.vertices = [];
  7612. this.colors = [];
  7613. this.faces = [];
  7614. this.faceVertexUvs = [[]];
  7615. this.morphTargets = [];
  7616. this.morphNormals = [];
  7617. this.skinWeights = [];
  7618. this.skinIndices = [];
  7619. this.lineDistances = [];
  7620. this.boundingBox = null;
  7621. this.boundingSphere = null;
  7622. // name
  7623. this.name = source.name;
  7624. // vertices
  7625. var vertices = source.vertices;
  7626. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7627. this.vertices.push( vertices[ i ].clone() );
  7628. }
  7629. // colors
  7630. var colors = source.colors;
  7631. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7632. this.colors.push( colors[ i$1 ].clone() );
  7633. }
  7634. // faces
  7635. var faces = source.faces;
  7636. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7637. this.faces.push( faces[ i$2 ].clone() );
  7638. }
  7639. // face vertex uvs
  7640. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7641. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7642. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7643. this.faceVertexUvs[ i$3 ] = [];
  7644. }
  7645. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7646. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7647. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7648. var uv = uvs[ k ];
  7649. uvsCopy.push( uv.clone() );
  7650. }
  7651. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7652. }
  7653. }
  7654. // morph targets
  7655. var morphTargets = source.morphTargets;
  7656. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7657. var morphTarget = {};
  7658. morphTarget.name = morphTargets[ i$4 ].name;
  7659. // vertices
  7660. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7661. morphTarget.vertices = [];
  7662. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7663. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7664. }
  7665. }
  7666. // normals
  7667. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7668. morphTarget.normals = [];
  7669. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7670. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7671. }
  7672. }
  7673. this.morphTargets.push( morphTarget );
  7674. }
  7675. // morph normals
  7676. var morphNormals = source.morphNormals;
  7677. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7678. var morphNormal = {};
  7679. // vertex normals
  7680. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7681. morphNormal.vertexNormals = [];
  7682. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7683. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7684. var destVertexNormal = {};
  7685. destVertexNormal.a = srcVertexNormal.a.clone();
  7686. destVertexNormal.b = srcVertexNormal.b.clone();
  7687. destVertexNormal.c = srcVertexNormal.c.clone();
  7688. morphNormal.vertexNormals.push( destVertexNormal );
  7689. }
  7690. }
  7691. // face normals
  7692. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7693. morphNormal.faceNormals = [];
  7694. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7695. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7696. }
  7697. }
  7698. this.morphNormals.push( morphNormal );
  7699. }
  7700. // skin weights
  7701. var skinWeights = source.skinWeights;
  7702. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7703. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7704. }
  7705. // skin indices
  7706. var skinIndices = source.skinIndices;
  7707. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7708. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7709. }
  7710. // line distances
  7711. var lineDistances = source.lineDistances;
  7712. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7713. this.lineDistances.push( lineDistances[ i$8 ] );
  7714. }
  7715. // bounding box
  7716. var boundingBox = source.boundingBox;
  7717. if ( boundingBox !== null ) {
  7718. this.boundingBox = boundingBox.clone();
  7719. }
  7720. // bounding sphere
  7721. var boundingSphere = source.boundingSphere;
  7722. if ( boundingSphere !== null ) {
  7723. this.boundingSphere = boundingSphere.clone();
  7724. }
  7725. // update flags
  7726. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7727. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7728. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7729. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7730. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7731. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7732. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7733. return this;
  7734. },
  7735. dispose: function () {
  7736. this.dispatchEvent( { type: 'dispose' } );
  7737. }
  7738. } );
  7739. /**
  7740. * @author mrdoob / http://mrdoob.com/
  7741. * @author Mugen87 / https://github.com/Mugen87
  7742. */
  7743. // BoxGeometry
  7744. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7745. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7746. Geometry.call(this);
  7747. this.type = 'BoxGeometry';
  7748. this.parameters = {
  7749. width: width,
  7750. height: height,
  7751. depth: depth,
  7752. widthSegments: widthSegments,
  7753. heightSegments: heightSegments,
  7754. depthSegments: depthSegments
  7755. };
  7756. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7757. this.mergeVertices();
  7758. }
  7759. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7760. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7761. BoxGeometry.prototype.constructor = BoxGeometry;
  7762. return BoxGeometry;
  7763. }(Geometry));
  7764. // BoxBufferGeometry
  7765. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7766. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7767. BufferGeometry.call(this);
  7768. this.type = 'BoxBufferGeometry';
  7769. this.parameters = {
  7770. width: width,
  7771. height: height,
  7772. depth: depth,
  7773. widthSegments: widthSegments,
  7774. heightSegments: heightSegments,
  7775. depthSegments: depthSegments
  7776. };
  7777. var scope = this;
  7778. width = width || 1;
  7779. height = height || 1;
  7780. depth = depth || 1;
  7781. // segments
  7782. widthSegments = Math.floor( widthSegments ) || 1;
  7783. heightSegments = Math.floor( heightSegments ) || 1;
  7784. depthSegments = Math.floor( depthSegments ) || 1;
  7785. // buffers
  7786. var indices = [];
  7787. var vertices = [];
  7788. var normals = [];
  7789. var uvs = [];
  7790. // helper variables
  7791. var numberOfVertices = 0;
  7792. var groupStart = 0;
  7793. // build each side of the box geometry
  7794. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7795. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7796. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7797. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7798. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7799. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7800. // build geometry
  7801. this.setIndex( indices );
  7802. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7803. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7804. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7805. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7806. var segmentWidth = width / gridX;
  7807. var segmentHeight = height / gridY;
  7808. var widthHalf = width / 2;
  7809. var heightHalf = height / 2;
  7810. var depthHalf = depth / 2;
  7811. var gridX1 = gridX + 1;
  7812. var gridY1 = gridY + 1;
  7813. var vertexCounter = 0;
  7814. var groupCount = 0;
  7815. var vector = new Vector3();
  7816. // generate vertices, normals and uvs
  7817. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7818. var y = iy * segmentHeight - heightHalf;
  7819. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7820. var x = ix * segmentWidth - widthHalf;
  7821. // set values to correct vector component
  7822. vector[ u ] = x * udir;
  7823. vector[ v ] = y * vdir;
  7824. vector[ w ] = depthHalf;
  7825. // now apply vector to vertex buffer
  7826. vertices.push( vector.x, vector.y, vector.z );
  7827. // set values to correct vector component
  7828. vector[ u ] = 0;
  7829. vector[ v ] = 0;
  7830. vector[ w ] = depth > 0 ? 1 : - 1;
  7831. // now apply vector to normal buffer
  7832. normals.push( vector.x, vector.y, vector.z );
  7833. // uvs
  7834. uvs.push( ix / gridX );
  7835. uvs.push( 1 - ( iy / gridY ) );
  7836. // counters
  7837. vertexCounter += 1;
  7838. }
  7839. }
  7840. // indices
  7841. // 1. you need three indices to draw a single face
  7842. // 2. a single segment consists of two faces
  7843. // 3. so we need to generate six (2*3) indices per segment
  7844. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7845. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7846. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7847. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7848. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7849. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7850. // faces
  7851. indices.push( a, b, d );
  7852. indices.push( b, c, d );
  7853. // increase counter
  7854. groupCount += 6;
  7855. }
  7856. }
  7857. // add a group to the geometry. this will ensure multi material support
  7858. scope.addGroup( groupStart, groupCount, materialIndex );
  7859. // calculate new start value for groups
  7860. groupStart += groupCount;
  7861. // update total number of vertices
  7862. numberOfVertices += vertexCounter;
  7863. }
  7864. }
  7865. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7866. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7867. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7868. return BoxBufferGeometry;
  7869. }(BufferGeometry));
  7870. /**
  7871. * Uniform Utilities
  7872. */
  7873. function cloneUniforms( src ) {
  7874. var dst = {};
  7875. for ( var u in src ) {
  7876. dst[ u ] = {};
  7877. for ( var p in src[ u ] ) {
  7878. var property = src[ u ][ p ];
  7879. if ( property && ( property.isColor ||
  7880. property.isMatrix3 || property.isMatrix4 ||
  7881. property.isVector2 || property.isVector3 || property.isVector4 ||
  7882. property.isTexture ) ) {
  7883. dst[ u ][ p ] = property.clone();
  7884. } else if ( Array.isArray( property ) ) {
  7885. dst[ u ][ p ] = property.slice();
  7886. } else {
  7887. dst[ u ][ p ] = property;
  7888. }
  7889. }
  7890. }
  7891. return dst;
  7892. }
  7893. function mergeUniforms( uniforms ) {
  7894. var merged = {};
  7895. for ( var u = 0; u < uniforms.length; u ++ ) {
  7896. var tmp = cloneUniforms( uniforms[ u ] );
  7897. for ( var p in tmp ) {
  7898. merged[ p ] = tmp[ p ];
  7899. }
  7900. }
  7901. return merged;
  7902. }
  7903. // Legacy
  7904. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7905. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7906. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7907. /**
  7908. * @author alteredq / http://alteredqualia.com/
  7909. *
  7910. * parameters = {
  7911. * defines: { "label" : "value" },
  7912. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7913. *
  7914. * fragmentShader: <string>,
  7915. * vertexShader: <string>,
  7916. *
  7917. * wireframe: <boolean>,
  7918. * wireframeLinewidth: <float>,
  7919. *
  7920. * lights: <bool>,
  7921. *
  7922. * skinning: <bool>,
  7923. * morphTargets: <bool>,
  7924. * morphNormals: <bool>
  7925. * }
  7926. */
  7927. function ShaderMaterial( parameters ) {
  7928. Material.call( this );
  7929. this.type = 'ShaderMaterial';
  7930. this.defines = {};
  7931. this.uniforms = {};
  7932. this.vertexShader = default_vertex;
  7933. this.fragmentShader = default_fragment;
  7934. this.linewidth = 1;
  7935. this.wireframe = false;
  7936. this.wireframeLinewidth = 1;
  7937. this.fog = false; // set to use scene fog
  7938. this.lights = false; // set to use scene lights
  7939. this.clipping = false; // set to use user-defined clipping planes
  7940. this.skinning = false; // set to use skinning attribute streams
  7941. this.morphTargets = false; // set to use morph targets
  7942. this.morphNormals = false; // set to use morph normals
  7943. this.extensions = {
  7944. derivatives: false, // set to use derivatives
  7945. fragDepth: false, // set to use fragment depth values
  7946. drawBuffers: false, // set to use draw buffers
  7947. shaderTextureLOD: false // set to use shader texture LOD
  7948. };
  7949. // When rendered geometry doesn't include these attributes but the material does,
  7950. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7951. this.defaultAttributeValues = {
  7952. 'color': [ 1, 1, 1 ],
  7953. 'uv': [ 0, 0 ],
  7954. 'uv2': [ 0, 0 ]
  7955. };
  7956. this.index0AttributeName = undefined;
  7957. this.uniformsNeedUpdate = false;
  7958. if ( parameters !== undefined ) {
  7959. if ( parameters.attributes !== undefined ) {
  7960. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7961. }
  7962. this.setValues( parameters );
  7963. }
  7964. }
  7965. ShaderMaterial.prototype = Object.create( Material.prototype );
  7966. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7967. ShaderMaterial.prototype.isShaderMaterial = true;
  7968. ShaderMaterial.prototype.copy = function ( source ) {
  7969. Material.prototype.copy.call( this, source );
  7970. this.fragmentShader = source.fragmentShader;
  7971. this.vertexShader = source.vertexShader;
  7972. this.uniforms = cloneUniforms( source.uniforms );
  7973. this.defines = Object.assign( {}, source.defines );
  7974. this.wireframe = source.wireframe;
  7975. this.wireframeLinewidth = source.wireframeLinewidth;
  7976. this.lights = source.lights;
  7977. this.clipping = source.clipping;
  7978. this.skinning = source.skinning;
  7979. this.morphTargets = source.morphTargets;
  7980. this.morphNormals = source.morphNormals;
  7981. this.extensions = Object.assign( {}, source.extensions );
  7982. return this;
  7983. };
  7984. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7985. var data = Material.prototype.toJSON.call( this, meta );
  7986. data.uniforms = {};
  7987. for ( var name in this.uniforms ) {
  7988. var uniform = this.uniforms[ name ];
  7989. var value = uniform.value;
  7990. if ( value && value.isTexture ) {
  7991. data.uniforms[ name ] = {
  7992. type: 't',
  7993. value: value.toJSON( meta ).uuid
  7994. };
  7995. } else if ( value && value.isColor ) {
  7996. data.uniforms[ name ] = {
  7997. type: 'c',
  7998. value: value.getHex()
  7999. };
  8000. } else if ( value && value.isVector2 ) {
  8001. data.uniforms[ name ] = {
  8002. type: 'v2',
  8003. value: value.toArray()
  8004. };
  8005. } else if ( value && value.isVector3 ) {
  8006. data.uniforms[ name ] = {
  8007. type: 'v3',
  8008. value: value.toArray()
  8009. };
  8010. } else if ( value && value.isVector4 ) {
  8011. data.uniforms[ name ] = {
  8012. type: 'v4',
  8013. value: value.toArray()
  8014. };
  8015. } else if ( value && value.isMatrix3 ) {
  8016. data.uniforms[ name ] = {
  8017. type: 'm3',
  8018. value: value.toArray()
  8019. };
  8020. } else if ( value && value.isMatrix4 ) {
  8021. data.uniforms[ name ] = {
  8022. type: 'm4',
  8023. value: value.toArray()
  8024. };
  8025. } else {
  8026. data.uniforms[ name ] = {
  8027. value: value
  8028. };
  8029. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8030. }
  8031. }
  8032. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8033. data.vertexShader = this.vertexShader;
  8034. data.fragmentShader = this.fragmentShader;
  8035. var extensions = {};
  8036. for ( var key in this.extensions ) {
  8037. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8038. }
  8039. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8040. return data;
  8041. };
  8042. /**
  8043. * @author mrdoob / http://mrdoob.com/
  8044. * @author mikael emtinger / http://gomo.se/
  8045. * @author WestLangley / http://github.com/WestLangley
  8046. */
  8047. function Camera() {
  8048. Object3D.call( this );
  8049. this.type = 'Camera';
  8050. this.matrixWorldInverse = new Matrix4();
  8051. this.projectionMatrix = new Matrix4();
  8052. this.projectionMatrixInverse = new Matrix4();
  8053. }
  8054. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8055. constructor: Camera,
  8056. isCamera: true,
  8057. copy: function ( source, recursive ) {
  8058. Object3D.prototype.copy.call( this, source, recursive );
  8059. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8060. this.projectionMatrix.copy( source.projectionMatrix );
  8061. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8062. return this;
  8063. },
  8064. getWorldDirection: function ( target ) {
  8065. if ( target === undefined ) {
  8066. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8067. target = new Vector3();
  8068. }
  8069. this.updateMatrixWorld( true );
  8070. var e = this.matrixWorld.elements;
  8071. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8072. },
  8073. updateMatrixWorld: function ( force ) {
  8074. Object3D.prototype.updateMatrixWorld.call( this, force );
  8075. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8076. },
  8077. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8078. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8079. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8080. },
  8081. clone: function () {
  8082. return new this.constructor().copy( this );
  8083. }
  8084. } );
  8085. /**
  8086. * @author mrdoob / http://mrdoob.com/
  8087. * @author greggman / http://games.greggman.com/
  8088. * @author zz85 / http://www.lab4games.net/zz85/blog
  8089. * @author tschw
  8090. */
  8091. function PerspectiveCamera( fov, aspect, near, far ) {
  8092. Camera.call( this );
  8093. this.type = 'PerspectiveCamera';
  8094. this.fov = fov !== undefined ? fov : 50;
  8095. this.zoom = 1;
  8096. this.near = near !== undefined ? near : 0.1;
  8097. this.far = far !== undefined ? far : 2000;
  8098. this.focus = 10;
  8099. this.aspect = aspect !== undefined ? aspect : 1;
  8100. this.view = null;
  8101. this.filmGauge = 35; // width of the film (default in millimeters)
  8102. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8103. this.updateProjectionMatrix();
  8104. }
  8105. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8106. constructor: PerspectiveCamera,
  8107. isPerspectiveCamera: true,
  8108. copy: function ( source, recursive ) {
  8109. Camera.prototype.copy.call( this, source, recursive );
  8110. this.fov = source.fov;
  8111. this.zoom = source.zoom;
  8112. this.near = source.near;
  8113. this.far = source.far;
  8114. this.focus = source.focus;
  8115. this.aspect = source.aspect;
  8116. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8117. this.filmGauge = source.filmGauge;
  8118. this.filmOffset = source.filmOffset;
  8119. return this;
  8120. },
  8121. /**
  8122. * Sets the FOV by focal length in respect to the current .filmGauge.
  8123. *
  8124. * The default film gauge is 35, so that the focal length can be specified for
  8125. * a 35mm (full frame) camera.
  8126. *
  8127. * Values for focal length and film gauge must have the same unit.
  8128. */
  8129. setFocalLength: function ( focalLength ) {
  8130. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8131. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8132. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8133. this.updateProjectionMatrix();
  8134. },
  8135. /**
  8136. * Calculates the focal length from the current .fov and .filmGauge.
  8137. */
  8138. getFocalLength: function () {
  8139. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8140. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8141. },
  8142. getEffectiveFOV: function () {
  8143. return MathUtils.RAD2DEG * 2 * Math.atan(
  8144. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8145. },
  8146. getFilmWidth: function () {
  8147. // film not completely covered in portrait format (aspect < 1)
  8148. return this.filmGauge * Math.min( this.aspect, 1 );
  8149. },
  8150. getFilmHeight: function () {
  8151. // film not completely covered in landscape format (aspect > 1)
  8152. return this.filmGauge / Math.max( this.aspect, 1 );
  8153. },
  8154. /**
  8155. * Sets an offset in a larger frustum. This is useful for multi-window or
  8156. * multi-monitor/multi-machine setups.
  8157. *
  8158. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8159. * the monitors are in grid like this
  8160. *
  8161. * +---+---+---+
  8162. * | A | B | C |
  8163. * +---+---+---+
  8164. * | D | E | F |
  8165. * +---+---+---+
  8166. *
  8167. * then for each monitor you would call it like this
  8168. *
  8169. * const w = 1920;
  8170. * const h = 1080;
  8171. * const fullWidth = w * 3;
  8172. * const fullHeight = h * 2;
  8173. *
  8174. * --A--
  8175. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8176. * --B--
  8177. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8178. * --C--
  8179. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8180. * --D--
  8181. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8182. * --E--
  8183. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8184. * --F--
  8185. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8186. *
  8187. * Note there is no reason monitors have to be the same size or in a grid.
  8188. */
  8189. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8190. this.aspect = fullWidth / fullHeight;
  8191. if ( this.view === null ) {
  8192. this.view = {
  8193. enabled: true,
  8194. fullWidth: 1,
  8195. fullHeight: 1,
  8196. offsetX: 0,
  8197. offsetY: 0,
  8198. width: 1,
  8199. height: 1
  8200. };
  8201. }
  8202. this.view.enabled = true;
  8203. this.view.fullWidth = fullWidth;
  8204. this.view.fullHeight = fullHeight;
  8205. this.view.offsetX = x;
  8206. this.view.offsetY = y;
  8207. this.view.width = width;
  8208. this.view.height = height;
  8209. this.updateProjectionMatrix();
  8210. },
  8211. clearViewOffset: function () {
  8212. if ( this.view !== null ) {
  8213. this.view.enabled = false;
  8214. }
  8215. this.updateProjectionMatrix();
  8216. },
  8217. updateProjectionMatrix: function () {
  8218. var near = this.near,
  8219. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8220. height = 2 * top,
  8221. width = this.aspect * height,
  8222. left = - 0.5 * width,
  8223. view = this.view;
  8224. if ( this.view !== null && this.view.enabled ) {
  8225. var fullWidth = view.fullWidth,
  8226. fullHeight = view.fullHeight;
  8227. left += view.offsetX * width / fullWidth;
  8228. top -= view.offsetY * height / fullHeight;
  8229. width *= view.width / fullWidth;
  8230. height *= view.height / fullHeight;
  8231. }
  8232. var skew = this.filmOffset;
  8233. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8234. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8235. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8236. },
  8237. toJSON: function ( meta ) {
  8238. var data = Object3D.prototype.toJSON.call( this, meta );
  8239. data.object.fov = this.fov;
  8240. data.object.zoom = this.zoom;
  8241. data.object.near = this.near;
  8242. data.object.far = this.far;
  8243. data.object.focus = this.focus;
  8244. data.object.aspect = this.aspect;
  8245. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8246. data.object.filmGauge = this.filmGauge;
  8247. data.object.filmOffset = this.filmOffset;
  8248. return data;
  8249. }
  8250. } );
  8251. /**
  8252. * Camera for rendering cube maps
  8253. * - renders scene into axis-aligned cube
  8254. *
  8255. * @author alteredq / http://alteredqualia.com/
  8256. */
  8257. var fov = 90, aspect = 1;
  8258. function CubeCamera( near, far, renderTarget ) {
  8259. Object3D.call( this );
  8260. this.type = 'CubeCamera';
  8261. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8262. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8263. return;
  8264. }
  8265. this.renderTarget = renderTarget;
  8266. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8267. cameraPX.layers = this.layers;
  8268. cameraPX.up.set( 0, - 1, 0 );
  8269. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8270. this.add( cameraPX );
  8271. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8272. cameraNX.layers = this.layers;
  8273. cameraNX.up.set( 0, - 1, 0 );
  8274. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8275. this.add( cameraNX );
  8276. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8277. cameraPY.layers = this.layers;
  8278. cameraPY.up.set( 0, 0, 1 );
  8279. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8280. this.add( cameraPY );
  8281. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8282. cameraNY.layers = this.layers;
  8283. cameraNY.up.set( 0, 0, - 1 );
  8284. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8285. this.add( cameraNY );
  8286. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8287. cameraPZ.layers = this.layers;
  8288. cameraPZ.up.set( 0, - 1, 0 );
  8289. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8290. this.add( cameraPZ );
  8291. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8292. cameraNZ.layers = this.layers;
  8293. cameraNZ.up.set( 0, - 1, 0 );
  8294. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8295. this.add( cameraNZ );
  8296. this.update = function ( renderer, scene ) {
  8297. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8298. var currentXrEnabled = renderer.xr.enabled;
  8299. var currentRenderTarget = renderer.getRenderTarget();
  8300. renderer.xr.enabled = false;
  8301. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8302. renderTarget.texture.generateMipmaps = false;
  8303. renderer.setRenderTarget( renderTarget, 0 );
  8304. renderer.render( scene, cameraPX );
  8305. renderer.setRenderTarget( renderTarget, 1 );
  8306. renderer.render( scene, cameraNX );
  8307. renderer.setRenderTarget( renderTarget, 2 );
  8308. renderer.render( scene, cameraPY );
  8309. renderer.setRenderTarget( renderTarget, 3 );
  8310. renderer.render( scene, cameraNY );
  8311. renderer.setRenderTarget( renderTarget, 4 );
  8312. renderer.render( scene, cameraPZ );
  8313. renderTarget.texture.generateMipmaps = generateMipmaps;
  8314. renderer.setRenderTarget( renderTarget, 5 );
  8315. renderer.render( scene, cameraNZ );
  8316. renderer.setRenderTarget( currentRenderTarget );
  8317. renderer.xr.enabled = currentXrEnabled;
  8318. };
  8319. this.clear = function ( renderer, color, depth, stencil ) {
  8320. var currentRenderTarget = renderer.getRenderTarget();
  8321. for ( var i = 0; i < 6; i ++ ) {
  8322. renderer.setRenderTarget( renderTarget, i );
  8323. renderer.clear( color, depth, stencil );
  8324. }
  8325. renderer.setRenderTarget( currentRenderTarget );
  8326. };
  8327. }
  8328. CubeCamera.prototype = Object.create( Object3D.prototype );
  8329. CubeCamera.prototype.constructor = CubeCamera;
  8330. /**
  8331. * @author alteredq / http://alteredqualia.com
  8332. * @author WestLangley / http://github.com/WestLangley
  8333. */
  8334. function WebGLCubeRenderTarget( size, options, dummy ) {
  8335. if ( Number.isInteger( options ) ) {
  8336. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8337. options = dummy;
  8338. }
  8339. WebGLRenderTarget.call( this, size, size, options );
  8340. }
  8341. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8342. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8343. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8344. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8345. this.texture.type = texture.type;
  8346. this.texture.format = texture.format;
  8347. this.texture.encoding = texture.encoding;
  8348. var scene = new Scene();
  8349. var shader = {
  8350. uniforms: {
  8351. tEquirect: { value: null },
  8352. },
  8353. vertexShader: [
  8354. "varying vec3 vWorldDirection;",
  8355. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8356. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8357. "}",
  8358. "void main() {",
  8359. " vWorldDirection = transformDirection( position, modelMatrix );",
  8360. " #include <begin_vertex>",
  8361. " #include <project_vertex>",
  8362. "}"
  8363. ].join( '\n' ),
  8364. fragmentShader: [
  8365. "uniform sampler2D tEquirect;",
  8366. "varying vec3 vWorldDirection;",
  8367. "#include <common>",
  8368. "void main() {",
  8369. " vec3 direction = normalize( vWorldDirection );",
  8370. " vec2 sampleUV = equirectUv( direction );",
  8371. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8372. "}"
  8373. ].join( '\n' ),
  8374. };
  8375. var material = new ShaderMaterial( {
  8376. type: 'CubemapFromEquirect',
  8377. uniforms: cloneUniforms( shader.uniforms ),
  8378. vertexShader: shader.vertexShader,
  8379. fragmentShader: shader.fragmentShader,
  8380. side: BackSide,
  8381. blending: NoBlending
  8382. } );
  8383. material.uniforms.tEquirect.value = texture;
  8384. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8385. scene.add( mesh );
  8386. var camera = new CubeCamera( 1, 10, this );
  8387. camera.update( renderer, scene );
  8388. mesh.geometry.dispose();
  8389. mesh.material.dispose();
  8390. return this;
  8391. };
  8392. /**
  8393. * @author alteredq / http://alteredqualia.com/
  8394. */
  8395. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8396. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8397. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8398. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8399. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8400. this.generateMipmaps = false;
  8401. this.flipY = false;
  8402. this.unpackAlignment = 1;
  8403. this.needsUpdate = true;
  8404. }
  8405. DataTexture.prototype = Object.create( Texture.prototype );
  8406. DataTexture.prototype.constructor = DataTexture;
  8407. DataTexture.prototype.isDataTexture = true;
  8408. /**
  8409. * @author mrdoob / http://mrdoob.com/
  8410. * @author alteredq / http://alteredqualia.com/
  8411. * @author bhouston / http://clara.io
  8412. */
  8413. var _sphere$1 = new Sphere();
  8414. var _vector$5 = new Vector3();
  8415. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8416. this.planes = [
  8417. ( p0 !== undefined ) ? p0 : new Plane(),
  8418. ( p1 !== undefined ) ? p1 : new Plane(),
  8419. ( p2 !== undefined ) ? p2 : new Plane(),
  8420. ( p3 !== undefined ) ? p3 : new Plane(),
  8421. ( p4 !== undefined ) ? p4 : new Plane(),
  8422. ( p5 !== undefined ) ? p5 : new Plane()
  8423. ];
  8424. }
  8425. Object.assign( Frustum.prototype, {
  8426. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8427. var planes = this.planes;
  8428. planes[ 0 ].copy( p0 );
  8429. planes[ 1 ].copy( p1 );
  8430. planes[ 2 ].copy( p2 );
  8431. planes[ 3 ].copy( p3 );
  8432. planes[ 4 ].copy( p4 );
  8433. planes[ 5 ].copy( p5 );
  8434. return this;
  8435. },
  8436. clone: function () {
  8437. return new this.constructor().copy( this );
  8438. },
  8439. copy: function ( frustum ) {
  8440. var planes = this.planes;
  8441. for ( var i = 0; i < 6; i ++ ) {
  8442. planes[ i ].copy( frustum.planes[ i ] );
  8443. }
  8444. return this;
  8445. },
  8446. setFromProjectionMatrix: function ( m ) {
  8447. var planes = this.planes;
  8448. var me = m.elements;
  8449. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8450. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8451. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8452. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8453. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8454. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8455. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8456. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8457. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8458. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8459. return this;
  8460. },
  8461. intersectsObject: function ( object ) {
  8462. var geometry = object.geometry;
  8463. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8464. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8465. return this.intersectsSphere( _sphere$1 );
  8466. },
  8467. intersectsSprite: function ( sprite ) {
  8468. _sphere$1.center.set( 0, 0, 0 );
  8469. _sphere$1.radius = 0.7071067811865476;
  8470. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8471. return this.intersectsSphere( _sphere$1 );
  8472. },
  8473. intersectsSphere: function ( sphere ) {
  8474. var planes = this.planes;
  8475. var center = sphere.center;
  8476. var negRadius = - sphere.radius;
  8477. for ( var i = 0; i < 6; i ++ ) {
  8478. var distance = planes[ i ].distanceToPoint( center );
  8479. if ( distance < negRadius ) {
  8480. return false;
  8481. }
  8482. }
  8483. return true;
  8484. },
  8485. intersectsBox: function ( box ) {
  8486. var planes = this.planes;
  8487. for ( var i = 0; i < 6; i ++ ) {
  8488. var plane = planes[ i ];
  8489. // corner at max distance
  8490. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8491. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8492. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8493. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8494. return false;
  8495. }
  8496. }
  8497. return true;
  8498. },
  8499. containsPoint: function ( point ) {
  8500. var planes = this.planes;
  8501. for ( var i = 0; i < 6; i ++ ) {
  8502. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8503. return false;
  8504. }
  8505. }
  8506. return true;
  8507. }
  8508. } );
  8509. /**
  8510. * Uniforms library for shared webgl shaders
  8511. */
  8512. var UniformsLib = {
  8513. common: {
  8514. diffuse: { value: new Color( 0xeeeeee ) },
  8515. opacity: { value: 1.0 },
  8516. map: { value: null },
  8517. uvTransform: { value: new Matrix3() },
  8518. uv2Transform: { value: new Matrix3() },
  8519. alphaMap: { value: null },
  8520. },
  8521. specularmap: {
  8522. specularMap: { value: null },
  8523. },
  8524. envmap: {
  8525. envMap: { value: null },
  8526. flipEnvMap: { value: - 1 },
  8527. reflectivity: { value: 1.0 },
  8528. refractionRatio: { value: 0.98 },
  8529. maxMipLevel: { value: 0 }
  8530. },
  8531. aomap: {
  8532. aoMap: { value: null },
  8533. aoMapIntensity: { value: 1 }
  8534. },
  8535. lightmap: {
  8536. lightMap: { value: null },
  8537. lightMapIntensity: { value: 1 }
  8538. },
  8539. emissivemap: {
  8540. emissiveMap: { value: null }
  8541. },
  8542. bumpmap: {
  8543. bumpMap: { value: null },
  8544. bumpScale: { value: 1 }
  8545. },
  8546. normalmap: {
  8547. normalMap: { value: null },
  8548. normalScale: { value: new Vector2( 1, 1 ) }
  8549. },
  8550. displacementmap: {
  8551. displacementMap: { value: null },
  8552. displacementScale: { value: 1 },
  8553. displacementBias: { value: 0 }
  8554. },
  8555. roughnessmap: {
  8556. roughnessMap: { value: null }
  8557. },
  8558. metalnessmap: {
  8559. metalnessMap: { value: null }
  8560. },
  8561. gradientmap: {
  8562. gradientMap: { value: null }
  8563. },
  8564. fog: {
  8565. fogDensity: { value: 0.00025 },
  8566. fogNear: { value: 1 },
  8567. fogFar: { value: 2000 },
  8568. fogColor: { value: new Color( 0xffffff ) }
  8569. },
  8570. lights: {
  8571. ambientLightColor: { value: [] },
  8572. lightProbe: { value: [] },
  8573. directionalLights: { value: [], properties: {
  8574. direction: {},
  8575. color: {}
  8576. } },
  8577. directionalLightShadows: { value: [], properties: {
  8578. shadowBias: {},
  8579. shadowRadius: {},
  8580. shadowMapSize: {}
  8581. } },
  8582. directionalShadowMap: { value: [] },
  8583. directionalShadowMatrix: { value: [] },
  8584. spotLights: { value: [], properties: {
  8585. color: {},
  8586. position: {},
  8587. direction: {},
  8588. distance: {},
  8589. coneCos: {},
  8590. penumbraCos: {},
  8591. decay: {}
  8592. } },
  8593. spotLightShadows: { value: [], properties: {
  8594. shadowBias: {},
  8595. shadowRadius: {},
  8596. shadowMapSize: {}
  8597. } },
  8598. spotShadowMap: { value: [] },
  8599. spotShadowMatrix: { value: [] },
  8600. pointLights: { value: [], properties: {
  8601. color: {},
  8602. position: {},
  8603. decay: {},
  8604. distance: {}
  8605. } },
  8606. pointLightShadows: { value: [], properties: {
  8607. shadowBias: {},
  8608. shadowRadius: {},
  8609. shadowMapSize: {},
  8610. shadowCameraNear: {},
  8611. shadowCameraFar: {}
  8612. } },
  8613. pointShadowMap: { value: [] },
  8614. pointShadowMatrix: { value: [] },
  8615. hemisphereLights: { value: [], properties: {
  8616. direction: {},
  8617. skyColor: {},
  8618. groundColor: {}
  8619. } },
  8620. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8621. rectAreaLights: { value: [], properties: {
  8622. color: {},
  8623. position: {},
  8624. width: {},
  8625. height: {}
  8626. } }
  8627. },
  8628. points: {
  8629. diffuse: { value: new Color( 0xeeeeee ) },
  8630. opacity: { value: 1.0 },
  8631. size: { value: 1.0 },
  8632. scale: { value: 1.0 },
  8633. map: { value: null },
  8634. alphaMap: { value: null },
  8635. uvTransform: { value: new Matrix3() }
  8636. },
  8637. sprite: {
  8638. diffuse: { value: new Color( 0xeeeeee ) },
  8639. opacity: { value: 1.0 },
  8640. center: { value: new Vector2( 0.5, 0.5 ) },
  8641. rotation: { value: 0.0 },
  8642. map: { value: null },
  8643. alphaMap: { value: null },
  8644. uvTransform: { value: new Matrix3() }
  8645. }
  8646. };
  8647. /**
  8648. * @author mrdoob / http://mrdoob.com/
  8649. */
  8650. function WebGLAnimation() {
  8651. var context = null;
  8652. var isAnimating = false;
  8653. var animationLoop = null;
  8654. function onAnimationFrame( time, frame ) {
  8655. if ( isAnimating === false ) { return; }
  8656. animationLoop( time, frame );
  8657. context.requestAnimationFrame( onAnimationFrame );
  8658. }
  8659. return {
  8660. start: function () {
  8661. if ( isAnimating === true ) { return; }
  8662. if ( animationLoop === null ) { return; }
  8663. context.requestAnimationFrame( onAnimationFrame );
  8664. isAnimating = true;
  8665. },
  8666. stop: function () {
  8667. isAnimating = false;
  8668. },
  8669. setAnimationLoop: function ( callback ) {
  8670. animationLoop = callback;
  8671. },
  8672. setContext: function ( value ) {
  8673. context = value;
  8674. }
  8675. };
  8676. }
  8677. /**
  8678. * @author mrdoob / http://mrdoob.com/
  8679. */
  8680. function WebGLAttributes( gl, capabilities ) {
  8681. var isWebGL2 = capabilities.isWebGL2;
  8682. var buffers = new WeakMap();
  8683. function createBuffer( attribute, bufferType ) {
  8684. var array = attribute.array;
  8685. var usage = attribute.usage;
  8686. var buffer = gl.createBuffer();
  8687. gl.bindBuffer( bufferType, buffer );
  8688. gl.bufferData( bufferType, array, usage );
  8689. attribute.onUploadCallback();
  8690. var type = 5126;
  8691. if ( array instanceof Float32Array ) {
  8692. type = 5126;
  8693. } else if ( array instanceof Float64Array ) {
  8694. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8695. } else if ( array instanceof Uint16Array ) {
  8696. type = 5123;
  8697. } else if ( array instanceof Int16Array ) {
  8698. type = 5122;
  8699. } else if ( array instanceof Uint32Array ) {
  8700. type = 5125;
  8701. } else if ( array instanceof Int32Array ) {
  8702. type = 5124;
  8703. } else if ( array instanceof Int8Array ) {
  8704. type = 5120;
  8705. } else if ( array instanceof Uint8Array ) {
  8706. type = 5121;
  8707. }
  8708. return {
  8709. buffer: buffer,
  8710. type: type,
  8711. bytesPerElement: array.BYTES_PER_ELEMENT,
  8712. version: attribute.version
  8713. };
  8714. }
  8715. function updateBuffer( buffer, attribute, bufferType ) {
  8716. var array = attribute.array;
  8717. var updateRange = attribute.updateRange;
  8718. gl.bindBuffer( bufferType, buffer );
  8719. if ( updateRange.count === - 1 ) {
  8720. // Not using update ranges
  8721. gl.bufferSubData( bufferType, 0, array );
  8722. } else {
  8723. if ( isWebGL2 ) {
  8724. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8725. array, updateRange.offset, updateRange.count );
  8726. } else {
  8727. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8728. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8729. }
  8730. updateRange.count = - 1; // reset range
  8731. }
  8732. }
  8733. //
  8734. function get( attribute ) {
  8735. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8736. return buffers.get( attribute );
  8737. }
  8738. function remove( attribute ) {
  8739. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8740. var data = buffers.get( attribute );
  8741. if ( data ) {
  8742. gl.deleteBuffer( data.buffer );
  8743. buffers.delete( attribute );
  8744. }
  8745. }
  8746. function update( attribute, bufferType ) {
  8747. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8748. var data = buffers.get( attribute );
  8749. if ( data === undefined ) {
  8750. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8751. } else if ( data.version < attribute.version ) {
  8752. updateBuffer( data.buffer, attribute, bufferType );
  8753. data.version = attribute.version;
  8754. }
  8755. }
  8756. return {
  8757. get: get,
  8758. remove: remove,
  8759. update: update
  8760. };
  8761. }
  8762. /**
  8763. * @author mrdoob / http://mrdoob.com/
  8764. * @author Mugen87 / https://github.com/Mugen87
  8765. */
  8766. // PlaneGeometry
  8767. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8768. Geometry.call( this );
  8769. this.type = 'PlaneGeometry';
  8770. this.parameters = {
  8771. width: width,
  8772. height: height,
  8773. widthSegments: widthSegments,
  8774. heightSegments: heightSegments
  8775. };
  8776. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8777. this.mergeVertices();
  8778. }
  8779. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8780. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8781. // PlaneBufferGeometry
  8782. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8783. BufferGeometry.call( this );
  8784. this.type = 'PlaneBufferGeometry';
  8785. this.parameters = {
  8786. width: width,
  8787. height: height,
  8788. widthSegments: widthSegments,
  8789. heightSegments: heightSegments
  8790. };
  8791. width = width || 1;
  8792. height = height || 1;
  8793. var width_half = width / 2;
  8794. var height_half = height / 2;
  8795. var gridX = Math.floor( widthSegments ) || 1;
  8796. var gridY = Math.floor( heightSegments ) || 1;
  8797. var gridX1 = gridX + 1;
  8798. var gridY1 = gridY + 1;
  8799. var segment_width = width / gridX;
  8800. var segment_height = height / gridY;
  8801. // buffers
  8802. var indices = [];
  8803. var vertices = [];
  8804. var normals = [];
  8805. var uvs = [];
  8806. // generate vertices, normals and uvs
  8807. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8808. var y = iy * segment_height - height_half;
  8809. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8810. var x = ix * segment_width - width_half;
  8811. vertices.push( x, - y, 0 );
  8812. normals.push( 0, 0, 1 );
  8813. uvs.push( ix / gridX );
  8814. uvs.push( 1 - ( iy / gridY ) );
  8815. }
  8816. }
  8817. // indices
  8818. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8819. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8820. var a = ix$1 + gridX1 * iy$1;
  8821. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8822. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8823. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8824. // faces
  8825. indices.push( a, b, d );
  8826. indices.push( b, c, d );
  8827. }
  8828. }
  8829. // build geometry
  8830. this.setIndex( indices );
  8831. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8832. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8833. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8834. }
  8835. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8836. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8837. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8838. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8839. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8840. 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";
  8841. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8842. var begin_vertex = "vec3 transformed = vec3( position );";
  8843. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8844. 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";
  8845. 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";
  8846. 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";
  8847. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8848. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8849. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8850. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8851. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8852. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8853. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8854. 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 return 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}";
  8855. 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";
  8856. 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";
  8857. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8858. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8859. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8860. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8861. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8862. 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}";
  8863. 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#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\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";
  8864. 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";
  8865. 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";
  8866. 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";
  8867. 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";
  8868. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8869. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8870. 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";
  8871. 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";
  8872. 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}";
  8873. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8874. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8875. 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";
  8876. 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\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\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\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\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\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\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\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\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\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";
  8877. 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#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8878. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8879. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\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\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\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)";
  8880. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8881. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\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)";
  8882. 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";
  8883. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8884. 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";
  8885. 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";
  8886. 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";
  8887. 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";
  8888. 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";
  8889. 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";
  8890. 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";
  8891. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8892. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8893. 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";
  8894. 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";
  8895. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8896. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8897. 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";
  8898. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8899. 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\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8900. 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;";
  8901. 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";
  8902. 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";
  8903. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8904. 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";
  8905. 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";
  8906. 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}";
  8907. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8908. 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;";
  8909. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8910. 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";
  8911. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8912. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8913. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn 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";
  8914. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8915. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\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\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\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\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\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\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8916. 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}";
  8917. 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";
  8918. 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";
  8919. 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";
  8920. 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";
  8921. 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";
  8922. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8923. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8924. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8925. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8926. 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";
  8927. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8928. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8929. 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";
  8930. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8931. 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";
  8932. 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}";
  8933. 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}";
  8934. 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}";
  8935. 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}";
  8936. 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}";
  8937. 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}";
  8938. 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}";
  8939. 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}";
  8940. 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}";
  8941. 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}";
  8942. 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}";
  8943. 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}";
  8944. 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}";
  8945. 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}";
  8946. 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}";
  8947. 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}";
  8948. 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}";
  8949. 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}";
  8950. var meshtoon_frag = "#define TOON\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 <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 <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_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 + reflectedLight.directSpecular + reflectedLight.indirectSpecular + 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}";
  8951. 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}";
  8952. 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}";
  8953. 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}";
  8954. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8955. 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}";
  8956. 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}";
  8957. 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}";
  8958. 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}";
  8959. 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}";
  8960. 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}";
  8961. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8962. 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}";
  8963. 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}";
  8964. var ShaderChunk = {
  8965. alphamap_fragment: alphamap_fragment,
  8966. alphamap_pars_fragment: alphamap_pars_fragment,
  8967. alphatest_fragment: alphatest_fragment,
  8968. aomap_fragment: aomap_fragment,
  8969. aomap_pars_fragment: aomap_pars_fragment,
  8970. begin_vertex: begin_vertex,
  8971. beginnormal_vertex: beginnormal_vertex,
  8972. bsdfs: bsdfs,
  8973. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8974. clipping_planes_fragment: clipping_planes_fragment,
  8975. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8976. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8977. clipping_planes_vertex: clipping_planes_vertex,
  8978. color_fragment: color_fragment,
  8979. color_pars_fragment: color_pars_fragment,
  8980. color_pars_vertex: color_pars_vertex,
  8981. color_vertex: color_vertex,
  8982. common: common,
  8983. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8984. defaultnormal_vertex: defaultnormal_vertex,
  8985. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8986. displacementmap_vertex: displacementmap_vertex,
  8987. emissivemap_fragment: emissivemap_fragment,
  8988. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8989. encodings_fragment: encodings_fragment,
  8990. encodings_pars_fragment: encodings_pars_fragment,
  8991. envmap_fragment: envmap_fragment,
  8992. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8993. envmap_pars_fragment: envmap_pars_fragment,
  8994. envmap_pars_vertex: envmap_pars_vertex,
  8995. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8996. envmap_vertex: envmap_vertex,
  8997. fog_vertex: fog_vertex,
  8998. fog_pars_vertex: fog_pars_vertex,
  8999. fog_fragment: fog_fragment,
  9000. fog_pars_fragment: fog_pars_fragment,
  9001. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9002. lightmap_fragment: lightmap_fragment,
  9003. lightmap_pars_fragment: lightmap_pars_fragment,
  9004. lights_lambert_vertex: lights_lambert_vertex,
  9005. lights_pars_begin: lights_pars_begin,
  9006. lights_toon_fragment: lights_toon_fragment,
  9007. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9008. lights_phong_fragment: lights_phong_fragment,
  9009. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9010. lights_physical_fragment: lights_physical_fragment,
  9011. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9012. lights_fragment_begin: lights_fragment_begin,
  9013. lights_fragment_maps: lights_fragment_maps,
  9014. lights_fragment_end: lights_fragment_end,
  9015. logdepthbuf_fragment: logdepthbuf_fragment,
  9016. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9017. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9018. logdepthbuf_vertex: logdepthbuf_vertex,
  9019. map_fragment: map_fragment,
  9020. map_pars_fragment: map_pars_fragment,
  9021. map_particle_fragment: map_particle_fragment,
  9022. map_particle_pars_fragment: map_particle_pars_fragment,
  9023. metalnessmap_fragment: metalnessmap_fragment,
  9024. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9025. morphnormal_vertex: morphnormal_vertex,
  9026. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9027. morphtarget_vertex: morphtarget_vertex,
  9028. normal_fragment_begin: normal_fragment_begin,
  9029. normal_fragment_maps: normal_fragment_maps,
  9030. normalmap_pars_fragment: normalmap_pars_fragment,
  9031. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9032. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9033. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9034. packing: packing,
  9035. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9036. project_vertex: project_vertex,
  9037. dithering_fragment: dithering_fragment,
  9038. dithering_pars_fragment: dithering_pars_fragment,
  9039. roughnessmap_fragment: roughnessmap_fragment,
  9040. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9041. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9042. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9043. shadowmap_vertex: shadowmap_vertex,
  9044. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9045. skinbase_vertex: skinbase_vertex,
  9046. skinning_pars_vertex: skinning_pars_vertex,
  9047. skinning_vertex: skinning_vertex,
  9048. skinnormal_vertex: skinnormal_vertex,
  9049. specularmap_fragment: specularmap_fragment,
  9050. specularmap_pars_fragment: specularmap_pars_fragment,
  9051. tonemapping_fragment: tonemapping_fragment,
  9052. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9053. uv_pars_fragment: uv_pars_fragment,
  9054. uv_pars_vertex: uv_pars_vertex,
  9055. uv_vertex: uv_vertex,
  9056. uv2_pars_fragment: uv2_pars_fragment,
  9057. uv2_pars_vertex: uv2_pars_vertex,
  9058. uv2_vertex: uv2_vertex,
  9059. worldpos_vertex: worldpos_vertex,
  9060. background_frag: background_frag,
  9061. background_vert: background_vert,
  9062. cube_frag: cube_frag,
  9063. cube_vert: cube_vert,
  9064. depth_frag: depth_frag,
  9065. depth_vert: depth_vert,
  9066. distanceRGBA_frag: distanceRGBA_frag,
  9067. distanceRGBA_vert: distanceRGBA_vert,
  9068. equirect_frag: equirect_frag,
  9069. equirect_vert: equirect_vert,
  9070. linedashed_frag: linedashed_frag,
  9071. linedashed_vert: linedashed_vert,
  9072. meshbasic_frag: meshbasic_frag,
  9073. meshbasic_vert: meshbasic_vert,
  9074. meshlambert_frag: meshlambert_frag,
  9075. meshlambert_vert: meshlambert_vert,
  9076. meshmatcap_frag: meshmatcap_frag,
  9077. meshmatcap_vert: meshmatcap_vert,
  9078. meshtoon_frag: meshtoon_frag,
  9079. meshtoon_vert: meshtoon_vert,
  9080. meshphong_frag: meshphong_frag,
  9081. meshphong_vert: meshphong_vert,
  9082. meshphysical_frag: meshphysical_frag,
  9083. meshphysical_vert: meshphysical_vert,
  9084. normal_frag: normal_frag,
  9085. normal_vert: normal_vert,
  9086. points_frag: points_frag,
  9087. points_vert: points_vert,
  9088. shadow_frag: shadow_frag,
  9089. shadow_vert: shadow_vert,
  9090. sprite_frag: sprite_frag,
  9091. sprite_vert: sprite_vert
  9092. };
  9093. /**
  9094. * @author alteredq / http://alteredqualia.com/
  9095. * @author mrdoob / http://mrdoob.com/
  9096. * @author mikael emtinger / http://gomo.se/
  9097. */
  9098. var ShaderLib = {
  9099. basic: {
  9100. uniforms: mergeUniforms( [
  9101. UniformsLib.common,
  9102. UniformsLib.specularmap,
  9103. UniformsLib.envmap,
  9104. UniformsLib.aomap,
  9105. UniformsLib.lightmap,
  9106. UniformsLib.fog
  9107. ] ),
  9108. vertexShader: ShaderChunk.meshbasic_vert,
  9109. fragmentShader: ShaderChunk.meshbasic_frag
  9110. },
  9111. lambert: {
  9112. uniforms: mergeUniforms( [
  9113. UniformsLib.common,
  9114. UniformsLib.specularmap,
  9115. UniformsLib.envmap,
  9116. UniformsLib.aomap,
  9117. UniformsLib.lightmap,
  9118. UniformsLib.emissivemap,
  9119. UniformsLib.fog,
  9120. UniformsLib.lights,
  9121. {
  9122. emissive: { value: new Color( 0x000000 ) }
  9123. }
  9124. ] ),
  9125. vertexShader: ShaderChunk.meshlambert_vert,
  9126. fragmentShader: ShaderChunk.meshlambert_frag
  9127. },
  9128. phong: {
  9129. uniforms: mergeUniforms( [
  9130. UniformsLib.common,
  9131. UniformsLib.specularmap,
  9132. UniformsLib.envmap,
  9133. UniformsLib.aomap,
  9134. UniformsLib.lightmap,
  9135. UniformsLib.emissivemap,
  9136. UniformsLib.bumpmap,
  9137. UniformsLib.normalmap,
  9138. UniformsLib.displacementmap,
  9139. UniformsLib.fog,
  9140. UniformsLib.lights,
  9141. {
  9142. emissive: { value: new Color( 0x000000 ) },
  9143. specular: { value: new Color( 0x111111 ) },
  9144. shininess: { value: 30 }
  9145. }
  9146. ] ),
  9147. vertexShader: ShaderChunk.meshphong_vert,
  9148. fragmentShader: ShaderChunk.meshphong_frag
  9149. },
  9150. standard: {
  9151. uniforms: mergeUniforms( [
  9152. UniformsLib.common,
  9153. UniformsLib.envmap,
  9154. UniformsLib.aomap,
  9155. UniformsLib.lightmap,
  9156. UniformsLib.emissivemap,
  9157. UniformsLib.bumpmap,
  9158. UniformsLib.normalmap,
  9159. UniformsLib.displacementmap,
  9160. UniformsLib.roughnessmap,
  9161. UniformsLib.metalnessmap,
  9162. UniformsLib.fog,
  9163. UniformsLib.lights,
  9164. {
  9165. emissive: { value: new Color( 0x000000 ) },
  9166. roughness: { value: 1.0 },
  9167. metalness: { value: 0.0 },
  9168. envMapIntensity: { value: 1 } // temporary
  9169. }
  9170. ] ),
  9171. vertexShader: ShaderChunk.meshphysical_vert,
  9172. fragmentShader: ShaderChunk.meshphysical_frag
  9173. },
  9174. toon: {
  9175. uniforms: mergeUniforms( [
  9176. UniformsLib.common,
  9177. UniformsLib.specularmap,
  9178. UniformsLib.aomap,
  9179. UniformsLib.lightmap,
  9180. UniformsLib.emissivemap,
  9181. UniformsLib.bumpmap,
  9182. UniformsLib.normalmap,
  9183. UniformsLib.displacementmap,
  9184. UniformsLib.gradientmap,
  9185. UniformsLib.fog,
  9186. UniformsLib.lights,
  9187. {
  9188. emissive: { value: new Color( 0x000000 ) },
  9189. specular: { value: new Color( 0x111111 ) },
  9190. shininess: { value: 30 }
  9191. }
  9192. ] ),
  9193. vertexShader: ShaderChunk.meshtoon_vert,
  9194. fragmentShader: ShaderChunk.meshtoon_frag
  9195. },
  9196. matcap: {
  9197. uniforms: mergeUniforms( [
  9198. UniformsLib.common,
  9199. UniformsLib.bumpmap,
  9200. UniformsLib.normalmap,
  9201. UniformsLib.displacementmap,
  9202. UniformsLib.fog,
  9203. {
  9204. matcap: { value: null }
  9205. }
  9206. ] ),
  9207. vertexShader: ShaderChunk.meshmatcap_vert,
  9208. fragmentShader: ShaderChunk.meshmatcap_frag
  9209. },
  9210. points: {
  9211. uniforms: mergeUniforms( [
  9212. UniformsLib.points,
  9213. UniformsLib.fog
  9214. ] ),
  9215. vertexShader: ShaderChunk.points_vert,
  9216. fragmentShader: ShaderChunk.points_frag
  9217. },
  9218. dashed: {
  9219. uniforms: mergeUniforms( [
  9220. UniformsLib.common,
  9221. UniformsLib.fog,
  9222. {
  9223. scale: { value: 1 },
  9224. dashSize: { value: 1 },
  9225. totalSize: { value: 2 }
  9226. }
  9227. ] ),
  9228. vertexShader: ShaderChunk.linedashed_vert,
  9229. fragmentShader: ShaderChunk.linedashed_frag
  9230. },
  9231. depth: {
  9232. uniforms: mergeUniforms( [
  9233. UniformsLib.common,
  9234. UniformsLib.displacementmap
  9235. ] ),
  9236. vertexShader: ShaderChunk.depth_vert,
  9237. fragmentShader: ShaderChunk.depth_frag
  9238. },
  9239. normal: {
  9240. uniforms: mergeUniforms( [
  9241. UniformsLib.common,
  9242. UniformsLib.bumpmap,
  9243. UniformsLib.normalmap,
  9244. UniformsLib.displacementmap,
  9245. {
  9246. opacity: { value: 1.0 }
  9247. }
  9248. ] ),
  9249. vertexShader: ShaderChunk.normal_vert,
  9250. fragmentShader: ShaderChunk.normal_frag
  9251. },
  9252. sprite: {
  9253. uniforms: mergeUniforms( [
  9254. UniformsLib.sprite,
  9255. UniformsLib.fog
  9256. ] ),
  9257. vertexShader: ShaderChunk.sprite_vert,
  9258. fragmentShader: ShaderChunk.sprite_frag
  9259. },
  9260. background: {
  9261. uniforms: {
  9262. uvTransform: { value: new Matrix3() },
  9263. t2D: { value: null },
  9264. },
  9265. vertexShader: ShaderChunk.background_vert,
  9266. fragmentShader: ShaderChunk.background_frag
  9267. },
  9268. /* -------------------------------------------------------------------------
  9269. // Cube map shader
  9270. ------------------------------------------------------------------------- */
  9271. cube: {
  9272. uniforms: mergeUniforms( [
  9273. UniformsLib.envmap,
  9274. {
  9275. opacity: { value: 1.0 }
  9276. }
  9277. ] ),
  9278. vertexShader: ShaderChunk.cube_vert,
  9279. fragmentShader: ShaderChunk.cube_frag
  9280. },
  9281. equirect: {
  9282. uniforms: {
  9283. tEquirect: { value: null },
  9284. },
  9285. vertexShader: ShaderChunk.equirect_vert,
  9286. fragmentShader: ShaderChunk.equirect_frag
  9287. },
  9288. distanceRGBA: {
  9289. uniforms: mergeUniforms( [
  9290. UniformsLib.common,
  9291. UniformsLib.displacementmap,
  9292. {
  9293. referencePosition: { value: new Vector3() },
  9294. nearDistance: { value: 1 },
  9295. farDistance: { value: 1000 }
  9296. }
  9297. ] ),
  9298. vertexShader: ShaderChunk.distanceRGBA_vert,
  9299. fragmentShader: ShaderChunk.distanceRGBA_frag
  9300. },
  9301. shadow: {
  9302. uniforms: mergeUniforms( [
  9303. UniformsLib.lights,
  9304. UniformsLib.fog,
  9305. {
  9306. color: { value: new Color( 0x00000 ) },
  9307. opacity: { value: 1.0 }
  9308. } ] ),
  9309. vertexShader: ShaderChunk.shadow_vert,
  9310. fragmentShader: ShaderChunk.shadow_frag
  9311. }
  9312. };
  9313. ShaderLib.physical = {
  9314. uniforms: mergeUniforms( [
  9315. ShaderLib.standard.uniforms,
  9316. {
  9317. clearcoat: { value: 0 },
  9318. clearcoatMap: { value: null },
  9319. clearcoatRoughness: { value: 0 },
  9320. clearcoatRoughnessMap: { value: null },
  9321. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9322. clearcoatNormalMap: { value: null },
  9323. sheen: { value: new Color( 0x000000 ) },
  9324. transparency: { value: 0 },
  9325. }
  9326. ] ),
  9327. vertexShader: ShaderChunk.meshphysical_vert,
  9328. fragmentShader: ShaderChunk.meshphysical_frag
  9329. };
  9330. /**
  9331. * @author mrdoob / http://mrdoob.com/
  9332. */
  9333. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9334. var clearColor = new Color( 0x000000 );
  9335. var clearAlpha = 0;
  9336. var planeMesh;
  9337. var boxMesh;
  9338. var currentBackground = null;
  9339. var currentBackgroundVersion = 0;
  9340. var currentTonemapping = null;
  9341. function render( renderList, scene, camera, forceClear ) {
  9342. var background = scene.background;
  9343. // Ignore background in AR
  9344. // TODO: Reconsider this.
  9345. var xr = renderer.xr;
  9346. var session = xr.getSession && xr.getSession();
  9347. if ( session && session.environmentBlendMode === 'additive' ) {
  9348. background = null;
  9349. }
  9350. if ( background === null ) {
  9351. setClear( clearColor, clearAlpha );
  9352. } else if ( background && background.isColor ) {
  9353. setClear( background, 1 );
  9354. forceClear = true;
  9355. }
  9356. if ( renderer.autoClear || forceClear ) {
  9357. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9358. }
  9359. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9360. if ( boxMesh === undefined ) {
  9361. boxMesh = new Mesh(
  9362. new BoxBufferGeometry( 1, 1, 1 ),
  9363. new ShaderMaterial( {
  9364. type: 'BackgroundCubeMaterial',
  9365. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9366. vertexShader: ShaderLib.cube.vertexShader,
  9367. fragmentShader: ShaderLib.cube.fragmentShader,
  9368. side: BackSide,
  9369. depthTest: false,
  9370. depthWrite: false,
  9371. fog: false
  9372. } )
  9373. );
  9374. boxMesh.geometry.deleteAttribute( 'normal' );
  9375. boxMesh.geometry.deleteAttribute( 'uv' );
  9376. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9377. this.matrixWorld.copyPosition( camera.matrixWorld );
  9378. };
  9379. // enable code injection for non-built-in material
  9380. Object.defineProperty( boxMesh.material, 'envMap', {
  9381. get: function () {
  9382. return this.uniforms.envMap.value;
  9383. }
  9384. } );
  9385. objects.update( boxMesh );
  9386. }
  9387. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9388. boxMesh.material.uniforms.envMap.value = texture;
  9389. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9390. if ( currentBackground !== background ||
  9391. currentBackgroundVersion !== texture.version ||
  9392. currentTonemapping !== renderer.toneMapping ) {
  9393. boxMesh.material.needsUpdate = true;
  9394. currentBackground = background;
  9395. currentBackgroundVersion = texture.version;
  9396. currentTonemapping = renderer.toneMapping;
  9397. }
  9398. // push to the pre-sorted opaque render list
  9399. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9400. } else if ( background && background.isTexture ) {
  9401. if ( planeMesh === undefined ) {
  9402. planeMesh = new Mesh(
  9403. new PlaneBufferGeometry( 2, 2 ),
  9404. new ShaderMaterial( {
  9405. type: 'BackgroundMaterial',
  9406. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9407. vertexShader: ShaderLib.background.vertexShader,
  9408. fragmentShader: ShaderLib.background.fragmentShader,
  9409. side: FrontSide,
  9410. depthTest: false,
  9411. depthWrite: false,
  9412. fog: false
  9413. } )
  9414. );
  9415. planeMesh.geometry.deleteAttribute( 'normal' );
  9416. // enable code injection for non-built-in material
  9417. Object.defineProperty( planeMesh.material, 'map', {
  9418. get: function () {
  9419. return this.uniforms.t2D.value;
  9420. }
  9421. } );
  9422. objects.update( planeMesh );
  9423. }
  9424. planeMesh.material.uniforms.t2D.value = background;
  9425. if ( background.matrixAutoUpdate === true ) {
  9426. background.updateMatrix();
  9427. }
  9428. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9429. if ( currentBackground !== background ||
  9430. currentBackgroundVersion !== background.version ||
  9431. currentTonemapping !== renderer.toneMapping ) {
  9432. planeMesh.material.needsUpdate = true;
  9433. currentBackground = background;
  9434. currentBackgroundVersion = background.version;
  9435. currentTonemapping = renderer.toneMapping;
  9436. }
  9437. // push to the pre-sorted opaque render list
  9438. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9439. }
  9440. }
  9441. function setClear( color, alpha ) {
  9442. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9443. }
  9444. return {
  9445. getClearColor: function () {
  9446. return clearColor;
  9447. },
  9448. setClearColor: function ( color, alpha ) {
  9449. clearColor.set( color );
  9450. clearAlpha = alpha !== undefined ? alpha : 1;
  9451. setClear( clearColor, clearAlpha );
  9452. },
  9453. getClearAlpha: function () {
  9454. return clearAlpha;
  9455. },
  9456. setClearAlpha: function ( alpha ) {
  9457. clearAlpha = alpha;
  9458. setClear( clearColor, clearAlpha );
  9459. },
  9460. render: render
  9461. };
  9462. }
  9463. /**
  9464. * @author mrdoob / http://mrdoob.com/
  9465. */
  9466. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9467. var isWebGL2 = capabilities.isWebGL2;
  9468. var mode;
  9469. function setMode( value ) {
  9470. mode = value;
  9471. }
  9472. function render( start, count ) {
  9473. gl.drawArrays( mode, start, count );
  9474. info.update( count, mode );
  9475. }
  9476. function renderInstances( geometry, start, count, primcount ) {
  9477. if ( primcount === 0 ) { return; }
  9478. var extension, methodName;
  9479. if ( isWebGL2 ) {
  9480. extension = gl;
  9481. methodName = 'drawArraysInstanced';
  9482. } else {
  9483. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9484. methodName = 'drawArraysInstancedANGLE';
  9485. if ( extension === null ) {
  9486. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9487. return;
  9488. }
  9489. }
  9490. extension[ methodName ]( mode, start, count, primcount );
  9491. info.update( count, mode, primcount );
  9492. }
  9493. //
  9494. this.setMode = setMode;
  9495. this.render = render;
  9496. this.renderInstances = renderInstances;
  9497. }
  9498. /**
  9499. * @author mrdoob / http://mrdoob.com/
  9500. */
  9501. function WebGLCapabilities( gl, extensions, parameters ) {
  9502. var maxAnisotropy;
  9503. function getMaxAnisotropy() {
  9504. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9505. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9506. if ( extension !== null ) {
  9507. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9508. } else {
  9509. maxAnisotropy = 0;
  9510. }
  9511. return maxAnisotropy;
  9512. }
  9513. function getMaxPrecision( precision ) {
  9514. if ( precision === 'highp' ) {
  9515. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9516. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9517. return 'highp';
  9518. }
  9519. precision = 'mediump';
  9520. }
  9521. if ( precision === 'mediump' ) {
  9522. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9523. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9524. return 'mediump';
  9525. }
  9526. }
  9527. return 'lowp';
  9528. }
  9529. /* eslint-disable no-undef */
  9530. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9531. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9532. /* eslint-enable no-undef */
  9533. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9534. var maxPrecision = getMaxPrecision( precision );
  9535. if ( maxPrecision !== precision ) {
  9536. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9537. precision = maxPrecision;
  9538. }
  9539. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9540. var maxTextures = gl.getParameter( 34930 );
  9541. var maxVertexTextures = gl.getParameter( 35660 );
  9542. var maxTextureSize = gl.getParameter( 3379 );
  9543. var maxCubemapSize = gl.getParameter( 34076 );
  9544. var maxAttributes = gl.getParameter( 34921 );
  9545. var maxVertexUniforms = gl.getParameter( 36347 );
  9546. var maxVaryings = gl.getParameter( 36348 );
  9547. var maxFragmentUniforms = gl.getParameter( 36349 );
  9548. var vertexTextures = maxVertexTextures > 0;
  9549. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9550. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9551. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9552. return {
  9553. isWebGL2: isWebGL2,
  9554. getMaxAnisotropy: getMaxAnisotropy,
  9555. getMaxPrecision: getMaxPrecision,
  9556. precision: precision,
  9557. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9558. maxTextures: maxTextures,
  9559. maxVertexTextures: maxVertexTextures,
  9560. maxTextureSize: maxTextureSize,
  9561. maxCubemapSize: maxCubemapSize,
  9562. maxAttributes: maxAttributes,
  9563. maxVertexUniforms: maxVertexUniforms,
  9564. maxVaryings: maxVaryings,
  9565. maxFragmentUniforms: maxFragmentUniforms,
  9566. vertexTextures: vertexTextures,
  9567. floatFragmentTextures: floatFragmentTextures,
  9568. floatVertexTextures: floatVertexTextures,
  9569. maxSamples: maxSamples
  9570. };
  9571. }
  9572. /**
  9573. * @author tschw
  9574. */
  9575. function WebGLClipping() {
  9576. var scope = this;
  9577. var globalState = null,
  9578. numGlobalPlanes = 0,
  9579. localClippingEnabled = false,
  9580. renderingShadows = false;
  9581. var plane = new Plane(),
  9582. viewNormalMatrix = new Matrix3(),
  9583. uniform = { value: null, needsUpdate: false };
  9584. this.uniform = uniform;
  9585. this.numPlanes = 0;
  9586. this.numIntersection = 0;
  9587. this.init = function ( planes, enableLocalClipping, camera ) {
  9588. var enabled =
  9589. planes.length !== 0 ||
  9590. enableLocalClipping ||
  9591. // enable state of previous frame - the clipping code has to
  9592. // run another frame in order to reset the state:
  9593. numGlobalPlanes !== 0 ||
  9594. localClippingEnabled;
  9595. localClippingEnabled = enableLocalClipping;
  9596. globalState = projectPlanes( planes, camera, 0 );
  9597. numGlobalPlanes = planes.length;
  9598. return enabled;
  9599. };
  9600. this.beginShadows = function () {
  9601. renderingShadows = true;
  9602. projectPlanes( null );
  9603. };
  9604. this.endShadows = function () {
  9605. renderingShadows = false;
  9606. resetGlobalState();
  9607. };
  9608. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9609. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9610. // there's no local clipping
  9611. if ( renderingShadows ) {
  9612. // there's no global clipping
  9613. projectPlanes( null );
  9614. } else {
  9615. resetGlobalState();
  9616. }
  9617. } else {
  9618. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9619. lGlobal = nGlobal * 4;
  9620. var dstArray = cache.clippingState || null;
  9621. uniform.value = dstArray; // ensure unique state
  9622. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9623. for ( var i = 0; i !== lGlobal; ++ i ) {
  9624. dstArray[ i ] = globalState[ i ];
  9625. }
  9626. cache.clippingState = dstArray;
  9627. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9628. this.numPlanes += nGlobal;
  9629. }
  9630. };
  9631. function resetGlobalState() {
  9632. if ( uniform.value !== globalState ) {
  9633. uniform.value = globalState;
  9634. uniform.needsUpdate = numGlobalPlanes > 0;
  9635. }
  9636. scope.numPlanes = numGlobalPlanes;
  9637. scope.numIntersection = 0;
  9638. }
  9639. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9640. var nPlanes = planes !== null ? planes.length : 0,
  9641. dstArray = null;
  9642. if ( nPlanes !== 0 ) {
  9643. dstArray = uniform.value;
  9644. if ( skipTransform !== true || dstArray === null ) {
  9645. var flatSize = dstOffset + nPlanes * 4,
  9646. viewMatrix = camera.matrixWorldInverse;
  9647. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9648. if ( dstArray === null || dstArray.length < flatSize ) {
  9649. dstArray = new Float32Array( flatSize );
  9650. }
  9651. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9652. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9653. plane.normal.toArray( dstArray, i4 );
  9654. dstArray[ i4 + 3 ] = plane.constant;
  9655. }
  9656. }
  9657. uniform.value = dstArray;
  9658. uniform.needsUpdate = true;
  9659. }
  9660. scope.numPlanes = nPlanes;
  9661. scope.numIntersection = 0;
  9662. return dstArray;
  9663. }
  9664. }
  9665. /**
  9666. * @author mrdoob / http://mrdoob.com/
  9667. */
  9668. function WebGLExtensions( gl ) {
  9669. var extensions = {};
  9670. return {
  9671. get: function ( name ) {
  9672. if ( extensions[ name ] !== undefined ) {
  9673. return extensions[ name ];
  9674. }
  9675. var extension;
  9676. switch ( name ) {
  9677. case 'WEBGL_depth_texture':
  9678. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9679. break;
  9680. case 'EXT_texture_filter_anisotropic':
  9681. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9682. break;
  9683. case 'WEBGL_compressed_texture_s3tc':
  9684. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9685. break;
  9686. case 'WEBGL_compressed_texture_pvrtc':
  9687. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9688. break;
  9689. default:
  9690. extension = gl.getExtension( name );
  9691. }
  9692. if ( extension === null ) {
  9693. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9694. }
  9695. extensions[ name ] = extension;
  9696. return extension;
  9697. }
  9698. };
  9699. }
  9700. /**
  9701. * @author mrdoob / http://mrdoob.com/
  9702. */
  9703. function WebGLGeometries( gl, attributes, info ) {
  9704. var geometries = new WeakMap();
  9705. var wireframeAttributes = new WeakMap();
  9706. function onGeometryDispose( event ) {
  9707. var geometry = event.target;
  9708. var buffergeometry = geometries.get( geometry );
  9709. if ( buffergeometry.index !== null ) {
  9710. attributes.remove( buffergeometry.index );
  9711. }
  9712. for ( var name in buffergeometry.attributes ) {
  9713. attributes.remove( buffergeometry.attributes[ name ] );
  9714. }
  9715. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9716. geometries.delete( geometry );
  9717. var attribute = wireframeAttributes.get( buffergeometry );
  9718. if ( attribute ) {
  9719. attributes.remove( attribute );
  9720. wireframeAttributes.delete( buffergeometry );
  9721. }
  9722. //
  9723. info.memory.geometries --;
  9724. }
  9725. function get( object, geometry ) {
  9726. var buffergeometry = geometries.get( geometry );
  9727. if ( buffergeometry ) { return buffergeometry; }
  9728. geometry.addEventListener( 'dispose', onGeometryDispose );
  9729. if ( geometry.isBufferGeometry ) {
  9730. buffergeometry = geometry;
  9731. } else if ( geometry.isGeometry ) {
  9732. if ( geometry._bufferGeometry === undefined ) {
  9733. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9734. }
  9735. buffergeometry = geometry._bufferGeometry;
  9736. }
  9737. geometries.set( geometry, buffergeometry );
  9738. info.memory.geometries ++;
  9739. return buffergeometry;
  9740. }
  9741. function update( geometry ) {
  9742. var index = geometry.index;
  9743. var geometryAttributes = geometry.attributes;
  9744. if ( index !== null ) {
  9745. attributes.update( index, 34963 );
  9746. }
  9747. for ( var name in geometryAttributes ) {
  9748. attributes.update( geometryAttributes[ name ], 34962 );
  9749. }
  9750. // morph targets
  9751. var morphAttributes = geometry.morphAttributes;
  9752. for ( var name$1 in morphAttributes ) {
  9753. var array = morphAttributes[ name$1 ];
  9754. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9755. attributes.update( array[ i ], 34962 );
  9756. }
  9757. }
  9758. }
  9759. function updateWireframeAttribute( geometry ) {
  9760. var indices = [];
  9761. var geometryIndex = geometry.index;
  9762. var geometryPosition = geometry.attributes.position;
  9763. var version = 0;
  9764. if ( geometryIndex !== null ) {
  9765. var array = geometryIndex.array;
  9766. version = geometryIndex.version;
  9767. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9768. var a = array[ i + 0 ];
  9769. var b = array[ i + 1 ];
  9770. var c = array[ i + 2 ];
  9771. indices.push( a, b, b, c, c, a );
  9772. }
  9773. } else {
  9774. var array$1 = geometryPosition.array;
  9775. version = geometryPosition.version;
  9776. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  9777. var a$1 = i$1 + 0;
  9778. var b$1 = i$1 + 1;
  9779. var c$1 = i$1 + 2;
  9780. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  9781. }
  9782. }
  9783. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9784. attribute.version = version;
  9785. attributes.update( attribute, 34963 );
  9786. //
  9787. var previousAttribute = wireframeAttributes.get( geometry );
  9788. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9789. //
  9790. wireframeAttributes.set( geometry, attribute );
  9791. }
  9792. function getWireframeAttribute( geometry ) {
  9793. var currentAttribute = wireframeAttributes.get( geometry );
  9794. if ( currentAttribute ) {
  9795. var geometryIndex = geometry.index;
  9796. if ( geometryIndex !== null ) {
  9797. // if the attribute is obsolete, create a new one
  9798. if ( currentAttribute.version < geometryIndex.version ) {
  9799. updateWireframeAttribute( geometry );
  9800. }
  9801. }
  9802. } else {
  9803. updateWireframeAttribute( geometry );
  9804. }
  9805. return wireframeAttributes.get( geometry );
  9806. }
  9807. return {
  9808. get: get,
  9809. update: update,
  9810. getWireframeAttribute: getWireframeAttribute
  9811. };
  9812. }
  9813. /**
  9814. * @author mrdoob / http://mrdoob.com/
  9815. */
  9816. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9817. var isWebGL2 = capabilities.isWebGL2;
  9818. var mode;
  9819. function setMode( value ) {
  9820. mode = value;
  9821. }
  9822. var type, bytesPerElement;
  9823. function setIndex( value ) {
  9824. type = value.type;
  9825. bytesPerElement = value.bytesPerElement;
  9826. }
  9827. function render( start, count ) {
  9828. gl.drawElements( mode, count, type, start * bytesPerElement );
  9829. info.update( count, mode );
  9830. }
  9831. function renderInstances( geometry, start, count, primcount ) {
  9832. if ( primcount === 0 ) { return; }
  9833. var extension, methodName;
  9834. if ( isWebGL2 ) {
  9835. extension = gl;
  9836. methodName = 'drawElementsInstanced';
  9837. } else {
  9838. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9839. methodName = 'drawElementsInstancedANGLE';
  9840. if ( extension === null ) {
  9841. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9842. return;
  9843. }
  9844. }
  9845. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9846. info.update( count, mode, primcount );
  9847. }
  9848. //
  9849. this.setMode = setMode;
  9850. this.setIndex = setIndex;
  9851. this.render = render;
  9852. this.renderInstances = renderInstances;
  9853. }
  9854. /**
  9855. * @author Mugen87 / https://github.com/Mugen87
  9856. */
  9857. function WebGLInfo( gl ) {
  9858. var memory = {
  9859. geometries: 0,
  9860. textures: 0
  9861. };
  9862. var render = {
  9863. frame: 0,
  9864. calls: 0,
  9865. triangles: 0,
  9866. points: 0,
  9867. lines: 0
  9868. };
  9869. function update( count, mode, instanceCount ) {
  9870. instanceCount = instanceCount || 1;
  9871. render.calls ++;
  9872. switch ( mode ) {
  9873. case 4:
  9874. render.triangles += instanceCount * ( count / 3 );
  9875. break;
  9876. case 1:
  9877. render.lines += instanceCount * ( count / 2 );
  9878. break;
  9879. case 3:
  9880. render.lines += instanceCount * ( count - 1 );
  9881. break;
  9882. case 2:
  9883. render.lines += instanceCount * count;
  9884. break;
  9885. case 0:
  9886. render.points += instanceCount * count;
  9887. break;
  9888. default:
  9889. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9890. break;
  9891. }
  9892. }
  9893. function reset() {
  9894. render.frame ++;
  9895. render.calls = 0;
  9896. render.triangles = 0;
  9897. render.points = 0;
  9898. render.lines = 0;
  9899. }
  9900. return {
  9901. memory: memory,
  9902. render: render,
  9903. programs: null,
  9904. autoReset: true,
  9905. reset: reset,
  9906. update: update
  9907. };
  9908. }
  9909. /**
  9910. * @author mrdoob / http://mrdoob.com/
  9911. */
  9912. function absNumericalSort( a, b ) {
  9913. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9914. }
  9915. function WebGLMorphtargets( gl ) {
  9916. var influencesList = {};
  9917. var morphInfluences = new Float32Array( 8 );
  9918. function update( object, geometry, material, program ) {
  9919. var objectInfluences = object.morphTargetInfluences;
  9920. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9921. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9922. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9923. var influences = influencesList[ geometry.id ];
  9924. if ( influences === undefined ) {
  9925. // initialise list
  9926. influences = [];
  9927. for ( var i = 0; i < length; i ++ ) {
  9928. influences[ i ] = [ i, 0 ];
  9929. }
  9930. influencesList[ geometry.id ] = influences;
  9931. }
  9932. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9933. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9934. // Remove current morphAttributes
  9935. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  9936. var influence = influences[ i$1 ];
  9937. if ( influence[ 1 ] !== 0 ) {
  9938. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i$1 ); }
  9939. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i$1 ); }
  9940. }
  9941. }
  9942. // Collect influences
  9943. for ( var i$2 = 0; i$2 < length; i$2 ++ ) {
  9944. var influence$1 = influences[ i$2 ];
  9945. influence$1[ 0 ] = i$2;
  9946. influence$1[ 1 ] = objectInfluences[ i$2 ];
  9947. }
  9948. influences.sort( absNumericalSort );
  9949. // Add morphAttributes
  9950. var morphInfluencesSum = 0;
  9951. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  9952. var influence$2 = influences[ i$3 ];
  9953. if ( influence$2 ) {
  9954. var index = influence$2[ 0 ];
  9955. var value = influence$2[ 1 ];
  9956. if ( value ) {
  9957. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] ); }
  9958. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] ); }
  9959. morphInfluences[ i$3 ] = value;
  9960. morphInfluencesSum += value;
  9961. continue;
  9962. }
  9963. }
  9964. morphInfluences[ i$3 ] = 0;
  9965. }
  9966. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9967. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9968. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9969. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9970. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9971. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9972. }
  9973. return {
  9974. update: update
  9975. };
  9976. }
  9977. /**
  9978. * @author mrdoob / http://mrdoob.com/
  9979. */
  9980. function WebGLObjects( gl, geometries, attributes, info ) {
  9981. var updateMap = new WeakMap();
  9982. function update( object ) {
  9983. var frame = info.render.frame;
  9984. var geometry = object.geometry;
  9985. var buffergeometry = geometries.get( object, geometry );
  9986. // Update once per frame
  9987. if ( updateMap.get( buffergeometry ) !== frame ) {
  9988. if ( geometry.isGeometry ) {
  9989. buffergeometry.updateFromObject( object );
  9990. }
  9991. geometries.update( buffergeometry );
  9992. updateMap.set( buffergeometry, frame );
  9993. }
  9994. if ( object.isInstancedMesh ) {
  9995. attributes.update( object.instanceMatrix, 34962 );
  9996. }
  9997. return buffergeometry;
  9998. }
  9999. function dispose() {
  10000. updateMap = new WeakMap();
  10001. }
  10002. return {
  10003. update: update,
  10004. dispose: dispose
  10005. };
  10006. }
  10007. /**
  10008. * @author mrdoob / http://mrdoob.com/
  10009. */
  10010. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10011. images = images !== undefined ? images : [];
  10012. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10013. format = format !== undefined ? format : RGBFormat;
  10014. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10015. this.flipY = false;
  10016. }
  10017. CubeTexture.prototype = Object.create( Texture.prototype );
  10018. CubeTexture.prototype.constructor = CubeTexture;
  10019. CubeTexture.prototype.isCubeTexture = true;
  10020. Object.defineProperty( CubeTexture.prototype, 'images', {
  10021. get: function () {
  10022. return this.image;
  10023. },
  10024. set: function ( value ) {
  10025. this.image = value;
  10026. }
  10027. } );
  10028. /**
  10029. * @author Takahiro https://github.com/takahirox
  10030. */
  10031. function DataTexture2DArray( data, width, height, depth ) {
  10032. Texture.call( this, null );
  10033. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10034. this.magFilter = NearestFilter;
  10035. this.minFilter = NearestFilter;
  10036. this.wrapR = ClampToEdgeWrapping;
  10037. this.generateMipmaps = false;
  10038. this.flipY = false;
  10039. this.needsUpdate = true;
  10040. }
  10041. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10042. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10043. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10044. /**
  10045. * @author Artur Trzesiok
  10046. */
  10047. function DataTexture3D( data, width, height, depth ) {
  10048. // We're going to add .setXXX() methods for setting properties later.
  10049. // Users can still set in DataTexture3D directly.
  10050. //
  10051. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10052. // texture.anisotropy = 16;
  10053. //
  10054. // See #14839
  10055. Texture.call( this, null );
  10056. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10057. this.magFilter = NearestFilter;
  10058. this.minFilter = NearestFilter;
  10059. this.wrapR = ClampToEdgeWrapping;
  10060. this.generateMipmaps = false;
  10061. this.flipY = false;
  10062. this.needsUpdate = true;
  10063. }
  10064. DataTexture3D.prototype = Object.create( Texture.prototype );
  10065. DataTexture3D.prototype.constructor = DataTexture3D;
  10066. DataTexture3D.prototype.isDataTexture3D = true;
  10067. /**
  10068. * @author tschw
  10069. * @author Mugen87 / https://github.com/Mugen87
  10070. * @author mrdoob / http://mrdoob.com/
  10071. *
  10072. * Uniforms of a program.
  10073. * Those form a tree structure with a special top-level container for the root,
  10074. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10075. *
  10076. *
  10077. * Properties of inner nodes including the top-level container:
  10078. *
  10079. * .seq - array of nested uniforms
  10080. * .map - nested uniforms by name
  10081. *
  10082. *
  10083. * Methods of all nodes except the top-level container:
  10084. *
  10085. * .setValue( gl, value, [textures] )
  10086. *
  10087. * uploads a uniform value(s)
  10088. * the 'textures' parameter is needed for sampler uniforms
  10089. *
  10090. *
  10091. * Static methods of the top-level container (textures factorizations):
  10092. *
  10093. * .upload( gl, seq, values, textures )
  10094. *
  10095. * sets uniforms in 'seq' to 'values[id].value'
  10096. *
  10097. * .seqWithValue( seq, values ) : filteredSeq
  10098. *
  10099. * filters 'seq' entries with corresponding entry in values
  10100. *
  10101. *
  10102. * Methods of the top-level container (textures factorizations):
  10103. *
  10104. * .setValue( gl, name, value, textures )
  10105. *
  10106. * sets uniform with name 'name' to 'value'
  10107. *
  10108. * .setOptional( gl, obj, prop )
  10109. *
  10110. * like .set for an optional property of the object
  10111. *
  10112. */
  10113. var emptyTexture = new Texture();
  10114. var emptyTexture2dArray = new DataTexture2DArray();
  10115. var emptyTexture3d = new DataTexture3D();
  10116. var emptyCubeTexture = new CubeTexture();
  10117. // --- Utilities ---
  10118. // Array Caches (provide typed arrays for temporary by size)
  10119. var arrayCacheF32 = [];
  10120. var arrayCacheI32 = [];
  10121. // Float32Array caches used for uploading Matrix uniforms
  10122. var mat4array = new Float32Array( 16 );
  10123. var mat3array = new Float32Array( 9 );
  10124. var mat2array = new Float32Array( 4 );
  10125. // Flattening for arrays of vectors and matrices
  10126. function flatten( array, nBlocks, blockSize ) {
  10127. var firstElem = array[ 0 ];
  10128. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10129. // unoptimized: ! isNaN( firstElem )
  10130. // see http://jacksondunstan.com/articles/983
  10131. var n = nBlocks * blockSize,
  10132. r = arrayCacheF32[ n ];
  10133. if ( r === undefined ) {
  10134. r = new Float32Array( n );
  10135. arrayCacheF32[ n ] = r;
  10136. }
  10137. if ( nBlocks !== 0 ) {
  10138. firstElem.toArray( r, 0 );
  10139. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10140. offset += blockSize;
  10141. array[ i ].toArray( r, offset );
  10142. }
  10143. }
  10144. return r;
  10145. }
  10146. function arraysEqual( a, b ) {
  10147. if ( a.length !== b.length ) { return false; }
  10148. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10149. if ( a[ i ] !== b[ i ] ) { return false; }
  10150. }
  10151. return true;
  10152. }
  10153. function copyArray( a, b ) {
  10154. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10155. a[ i ] = b[ i ];
  10156. }
  10157. }
  10158. // Texture unit allocation
  10159. function allocTexUnits( textures, n ) {
  10160. var r = arrayCacheI32[ n ];
  10161. if ( r === undefined ) {
  10162. r = new Int32Array( n );
  10163. arrayCacheI32[ n ] = r;
  10164. }
  10165. for ( var i = 0; i !== n; ++ i ) {
  10166. r[ i ] = textures.allocateTextureUnit();
  10167. }
  10168. return r;
  10169. }
  10170. // --- Setters ---
  10171. // Note: Defining these methods externally, because they come in a bunch
  10172. // and this way their names minify.
  10173. // Single scalar
  10174. function setValueV1f( gl, v ) {
  10175. var cache = this.cache;
  10176. if ( cache[ 0 ] === v ) { return; }
  10177. gl.uniform1f( this.addr, v );
  10178. cache[ 0 ] = v;
  10179. }
  10180. // Single float vector (from flat array or THREE.VectorN)
  10181. function setValueV2f( gl, v ) {
  10182. var cache = this.cache;
  10183. if ( v.x !== undefined ) {
  10184. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10185. gl.uniform2f( this.addr, v.x, v.y );
  10186. cache[ 0 ] = v.x;
  10187. cache[ 1 ] = v.y;
  10188. }
  10189. } else {
  10190. if ( arraysEqual( cache, v ) ) { return; }
  10191. gl.uniform2fv( this.addr, v );
  10192. copyArray( cache, v );
  10193. }
  10194. }
  10195. function setValueV3f( gl, v ) {
  10196. var cache = this.cache;
  10197. if ( v.x !== undefined ) {
  10198. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10199. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10200. cache[ 0 ] = v.x;
  10201. cache[ 1 ] = v.y;
  10202. cache[ 2 ] = v.z;
  10203. }
  10204. } else if ( v.r !== undefined ) {
  10205. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10206. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10207. cache[ 0 ] = v.r;
  10208. cache[ 1 ] = v.g;
  10209. cache[ 2 ] = v.b;
  10210. }
  10211. } else {
  10212. if ( arraysEqual( cache, v ) ) { return; }
  10213. gl.uniform3fv( this.addr, v );
  10214. copyArray( cache, v );
  10215. }
  10216. }
  10217. function setValueV4f( gl, v ) {
  10218. var cache = this.cache;
  10219. if ( v.x !== undefined ) {
  10220. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10221. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10222. cache[ 0 ] = v.x;
  10223. cache[ 1 ] = v.y;
  10224. cache[ 2 ] = v.z;
  10225. cache[ 3 ] = v.w;
  10226. }
  10227. } else {
  10228. if ( arraysEqual( cache, v ) ) { return; }
  10229. gl.uniform4fv( this.addr, v );
  10230. copyArray( cache, v );
  10231. }
  10232. }
  10233. // Single matrix (from flat array or MatrixN)
  10234. function setValueM2( gl, v ) {
  10235. var cache = this.cache;
  10236. var elements = v.elements;
  10237. if ( elements === undefined ) {
  10238. if ( arraysEqual( cache, v ) ) { return; }
  10239. gl.uniformMatrix2fv( this.addr, false, v );
  10240. copyArray( cache, v );
  10241. } else {
  10242. if ( arraysEqual( cache, elements ) ) { return; }
  10243. mat2array.set( elements );
  10244. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10245. copyArray( cache, elements );
  10246. }
  10247. }
  10248. function setValueM3( gl, v ) {
  10249. var cache = this.cache;
  10250. var elements = v.elements;
  10251. if ( elements === undefined ) {
  10252. if ( arraysEqual( cache, v ) ) { return; }
  10253. gl.uniformMatrix3fv( this.addr, false, v );
  10254. copyArray( cache, v );
  10255. } else {
  10256. if ( arraysEqual( cache, elements ) ) { return; }
  10257. mat3array.set( elements );
  10258. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10259. copyArray( cache, elements );
  10260. }
  10261. }
  10262. function setValueM4( gl, v ) {
  10263. var cache = this.cache;
  10264. var elements = v.elements;
  10265. if ( elements === undefined ) {
  10266. if ( arraysEqual( cache, v ) ) { return; }
  10267. gl.uniformMatrix4fv( this.addr, false, v );
  10268. copyArray( cache, v );
  10269. } else {
  10270. if ( arraysEqual( cache, elements ) ) { return; }
  10271. mat4array.set( elements );
  10272. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10273. copyArray( cache, elements );
  10274. }
  10275. }
  10276. // Single texture (2D / Cube)
  10277. function setValueT1( gl, v, textures ) {
  10278. var cache = this.cache;
  10279. var unit = textures.allocateTextureUnit();
  10280. if ( cache[ 0 ] !== unit ) {
  10281. gl.uniform1i( this.addr, unit );
  10282. cache[ 0 ] = unit;
  10283. }
  10284. textures.safeSetTexture2D( v || emptyTexture, unit );
  10285. }
  10286. function setValueT2DArray1( gl, v, textures ) {
  10287. var cache = this.cache;
  10288. var unit = textures.allocateTextureUnit();
  10289. if ( cache[ 0 ] !== unit ) {
  10290. gl.uniform1i( this.addr, unit );
  10291. cache[ 0 ] = unit;
  10292. }
  10293. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10294. }
  10295. function setValueT3D1( gl, v, textures ) {
  10296. var cache = this.cache;
  10297. var unit = textures.allocateTextureUnit();
  10298. if ( cache[ 0 ] !== unit ) {
  10299. gl.uniform1i( this.addr, unit );
  10300. cache[ 0 ] = unit;
  10301. }
  10302. textures.setTexture3D( v || emptyTexture3d, unit );
  10303. }
  10304. function setValueT6( gl, v, textures ) {
  10305. var cache = this.cache;
  10306. var unit = textures.allocateTextureUnit();
  10307. if ( cache[ 0 ] !== unit ) {
  10308. gl.uniform1i( this.addr, unit );
  10309. cache[ 0 ] = unit;
  10310. }
  10311. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10312. }
  10313. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10314. function setValueV1i( gl, v ) {
  10315. var cache = this.cache;
  10316. if ( cache[ 0 ] === v ) { return; }
  10317. gl.uniform1i( this.addr, v );
  10318. cache[ 0 ] = v;
  10319. }
  10320. function setValueV2i( gl, v ) {
  10321. var cache = this.cache;
  10322. if ( arraysEqual( cache, v ) ) { return; }
  10323. gl.uniform2iv( this.addr, v );
  10324. copyArray( cache, v );
  10325. }
  10326. function setValueV3i( gl, v ) {
  10327. var cache = this.cache;
  10328. if ( arraysEqual( cache, v ) ) { return; }
  10329. gl.uniform3iv( this.addr, v );
  10330. copyArray( cache, v );
  10331. }
  10332. function setValueV4i( gl, v ) {
  10333. var cache = this.cache;
  10334. if ( arraysEqual( cache, v ) ) { return; }
  10335. gl.uniform4iv( this.addr, v );
  10336. copyArray( cache, v );
  10337. }
  10338. // uint
  10339. function setValueV1ui( gl, v ) {
  10340. var cache = this.cache;
  10341. if ( cache[ 0 ] === v ) { return; }
  10342. gl.uniform1ui( this.addr, v );
  10343. cache[ 0 ] = v;
  10344. }
  10345. // Helper to pick the right setter for the singular case
  10346. function getSingularSetter( type ) {
  10347. switch ( type ) {
  10348. case 0x1406: return setValueV1f; // FLOAT
  10349. case 0x8b50: return setValueV2f; // _VEC2
  10350. case 0x8b51: return setValueV3f; // _VEC3
  10351. case 0x8b52: return setValueV4f; // _VEC4
  10352. case 0x8b5a: return setValueM2; // _MAT2
  10353. case 0x8b5b: return setValueM3; // _MAT3
  10354. case 0x8b5c: return setValueM4; // _MAT4
  10355. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10356. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10357. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10358. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10359. case 0x1405: return setValueV1ui; // UINT
  10360. case 0x8b5e: // SAMPLER_2D
  10361. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10362. case 0x8dca: // INT_SAMPLER_2D
  10363. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10364. case 0x8b62: // SAMPLER_2D_SHADOW
  10365. return setValueT1;
  10366. case 0x8b5f: // SAMPLER_3D
  10367. case 0x8dcb: // INT_SAMPLER_3D
  10368. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10369. return setValueT3D1;
  10370. case 0x8b60: // SAMPLER_CUBE
  10371. case 0x8dcc: // INT_SAMPLER_CUBE
  10372. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10373. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10374. return setValueT6;
  10375. case 0x8dc1: // SAMPLER_2D_ARRAY
  10376. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10377. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10378. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10379. return setValueT2DArray1;
  10380. }
  10381. }
  10382. // Array of scalars
  10383. function setValueV1fArray( gl, v ) {
  10384. gl.uniform1fv( this.addr, v );
  10385. }
  10386. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10387. function setValueV1iArray( gl, v ) {
  10388. gl.uniform1iv( this.addr, v );
  10389. }
  10390. function setValueV2iArray( gl, v ) {
  10391. gl.uniform2iv( this.addr, v );
  10392. }
  10393. function setValueV3iArray( gl, v ) {
  10394. gl.uniform3iv( this.addr, v );
  10395. }
  10396. function setValueV4iArray( gl, v ) {
  10397. gl.uniform4iv( this.addr, v );
  10398. }
  10399. // Array of vectors (flat or from THREE classes)
  10400. function setValueV2fArray( gl, v ) {
  10401. var data = flatten( v, this.size, 2 );
  10402. gl.uniform2fv( this.addr, data );
  10403. }
  10404. function setValueV3fArray( gl, v ) {
  10405. var data = flatten( v, this.size, 3 );
  10406. gl.uniform3fv( this.addr, data );
  10407. }
  10408. function setValueV4fArray( gl, v ) {
  10409. var data = flatten( v, this.size, 4 );
  10410. gl.uniform4fv( this.addr, data );
  10411. }
  10412. // Array of matrices (flat or from THREE clases)
  10413. function setValueM2Array( gl, v ) {
  10414. var data = flatten( v, this.size, 4 );
  10415. gl.uniformMatrix2fv( this.addr, false, data );
  10416. }
  10417. function setValueM3Array( gl, v ) {
  10418. var data = flatten( v, this.size, 9 );
  10419. gl.uniformMatrix3fv( this.addr, false, data );
  10420. }
  10421. function setValueM4Array( gl, v ) {
  10422. var data = flatten( v, this.size, 16 );
  10423. gl.uniformMatrix4fv( this.addr, false, data );
  10424. }
  10425. // Array of textures (2D / Cube)
  10426. function setValueT1Array( gl, v, textures ) {
  10427. var n = v.length;
  10428. var units = allocTexUnits( textures, n );
  10429. gl.uniform1iv( this.addr, units );
  10430. for ( var i = 0; i !== n; ++ i ) {
  10431. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10432. }
  10433. }
  10434. function setValueT6Array( gl, v, textures ) {
  10435. var n = v.length;
  10436. var units = allocTexUnits( textures, n );
  10437. gl.uniform1iv( this.addr, units );
  10438. for ( var i = 0; i !== n; ++ i ) {
  10439. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10440. }
  10441. }
  10442. // Helper to pick the right setter for a pure (bottom-level) array
  10443. function getPureArraySetter( type ) {
  10444. switch ( type ) {
  10445. case 0x1406: return setValueV1fArray; // FLOAT
  10446. case 0x8b50: return setValueV2fArray; // _VEC2
  10447. case 0x8b51: return setValueV3fArray; // _VEC3
  10448. case 0x8b52: return setValueV4fArray; // _VEC4
  10449. case 0x8b5a: return setValueM2Array; // _MAT2
  10450. case 0x8b5b: return setValueM3Array; // _MAT3
  10451. case 0x8b5c: return setValueM4Array; // _MAT4
  10452. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10453. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10454. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10455. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10456. case 0x8b5e: // SAMPLER_2D
  10457. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10458. case 0x8dca: // INT_SAMPLER_2D
  10459. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10460. case 0x8b62: // SAMPLER_2D_SHADOW
  10461. return setValueT1Array;
  10462. case 0x8b60: // SAMPLER_CUBE
  10463. case 0x8dcc: // INT_SAMPLER_CUBE
  10464. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10465. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10466. return setValueT6Array;
  10467. }
  10468. }
  10469. // --- Uniform Classes ---
  10470. function SingleUniform( id, activeInfo, addr ) {
  10471. this.id = id;
  10472. this.addr = addr;
  10473. this.cache = [];
  10474. this.setValue = getSingularSetter( activeInfo.type );
  10475. // this.path = activeInfo.name; // DEBUG
  10476. }
  10477. function PureArrayUniform( id, activeInfo, addr ) {
  10478. this.id = id;
  10479. this.addr = addr;
  10480. this.cache = [];
  10481. this.size = activeInfo.size;
  10482. this.setValue = getPureArraySetter( activeInfo.type );
  10483. // this.path = activeInfo.name; // DEBUG
  10484. }
  10485. PureArrayUniform.prototype.updateCache = function ( data ) {
  10486. var cache = this.cache;
  10487. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10488. this.cache = new Float32Array( data.length );
  10489. }
  10490. copyArray( cache, data );
  10491. };
  10492. function StructuredUniform( id ) {
  10493. this.id = id;
  10494. this.seq = [];
  10495. this.map = {};
  10496. }
  10497. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10498. var seq = this.seq;
  10499. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10500. var u = seq[ i ];
  10501. u.setValue( gl, value[ u.id ], textures );
  10502. }
  10503. };
  10504. // --- Top-level ---
  10505. // Parser - builds up the property tree from the path strings
  10506. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10507. // extracts
  10508. // - the identifier (member name or array index)
  10509. // - followed by an optional right bracket (found when array index)
  10510. // - followed by an optional left bracket or dot (type of subscript)
  10511. //
  10512. // Note: These portions can be read in a non-overlapping fashion and
  10513. // allow straightforward parsing of the hierarchy that WebGL encodes
  10514. // in the uniform names.
  10515. function addUniform( container, uniformObject ) {
  10516. container.seq.push( uniformObject );
  10517. container.map[ uniformObject.id ] = uniformObject;
  10518. }
  10519. function parseUniform( activeInfo, addr, container ) {
  10520. var path = activeInfo.name,
  10521. pathLength = path.length;
  10522. // reset RegExp object, because of the early exit of a previous run
  10523. RePathPart.lastIndex = 0;
  10524. while ( true ) {
  10525. var match = RePathPart.exec( path ),
  10526. matchEnd = RePathPart.lastIndex;
  10527. var id = match[ 1 ],
  10528. idIsIndex = match[ 2 ] === ']',
  10529. subscript = match[ 3 ];
  10530. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10531. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10532. // bare name or "pure" bottom-level array "[0]" suffix
  10533. addUniform( container, subscript === undefined ?
  10534. new SingleUniform( id, activeInfo, addr ) :
  10535. new PureArrayUniform( id, activeInfo, addr ) );
  10536. break;
  10537. } else {
  10538. // step into inner node / create it in case it doesn't exist
  10539. var map = container.map;
  10540. var next = map[ id ];
  10541. if ( next === undefined ) {
  10542. next = new StructuredUniform( id );
  10543. addUniform( container, next );
  10544. }
  10545. container = next;
  10546. }
  10547. }
  10548. }
  10549. // Root Container
  10550. function WebGLUniforms( gl, program ) {
  10551. this.seq = [];
  10552. this.map = {};
  10553. var n = gl.getProgramParameter( program, 35718 );
  10554. for ( var i = 0; i < n; ++ i ) {
  10555. var info = gl.getActiveUniform( program, i ),
  10556. addr = gl.getUniformLocation( program, info.name );
  10557. parseUniform( info, addr, this );
  10558. }
  10559. }
  10560. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10561. var u = this.map[ name ];
  10562. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10563. };
  10564. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10565. var v = object[ name ];
  10566. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10567. };
  10568. // Static interface
  10569. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10570. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10571. var u = seq[ i ],
  10572. v = values[ u.id ];
  10573. if ( v.needsUpdate !== false ) {
  10574. // note: always updating when .needsUpdate is undefined
  10575. u.setValue( gl, v.value, textures );
  10576. }
  10577. }
  10578. };
  10579. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10580. var r = [];
  10581. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10582. var u = seq[ i ];
  10583. if ( u.id in values ) { r.push( u ); }
  10584. }
  10585. return r;
  10586. };
  10587. /**
  10588. * @author mrdoob / http://mrdoob.com/
  10589. */
  10590. function WebGLShader( gl, type, string ) {
  10591. var shader = gl.createShader( type );
  10592. gl.shaderSource( shader, string );
  10593. gl.compileShader( shader );
  10594. return shader;
  10595. }
  10596. /**
  10597. * @author mrdoob / http://mrdoob.com/
  10598. */
  10599. var programIdCount = 0;
  10600. function addLineNumbers( string ) {
  10601. var lines = string.split( '\n' );
  10602. for ( var i = 0; i < lines.length; i ++ ) {
  10603. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10604. }
  10605. return lines.join( '\n' );
  10606. }
  10607. function getEncodingComponents( encoding ) {
  10608. switch ( encoding ) {
  10609. case LinearEncoding:
  10610. return [ 'Linear', '( value )' ];
  10611. case sRGBEncoding:
  10612. return [ 'sRGB', '( value )' ];
  10613. case RGBEEncoding:
  10614. return [ 'RGBE', '( value )' ];
  10615. case RGBM7Encoding:
  10616. return [ 'RGBM', '( value, 7.0 )' ];
  10617. case RGBM16Encoding:
  10618. return [ 'RGBM', '( value, 16.0 )' ];
  10619. case RGBDEncoding:
  10620. return [ 'RGBD', '( value, 256.0 )' ];
  10621. case GammaEncoding:
  10622. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10623. case LogLuvEncoding:
  10624. return [ 'LogLuv', '( value )' ];
  10625. default:
  10626. throw new Error( 'unsupported encoding: ' + encoding );
  10627. }
  10628. }
  10629. function getShaderErrors( gl, shader, type ) {
  10630. var status = gl.getShaderParameter( shader, 35713 );
  10631. var log = gl.getShaderInfoLog( shader ).trim();
  10632. if ( status && log === '' ) { return ''; }
  10633. // --enable-privileged-webgl-extension
  10634. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10635. var source = gl.getShaderSource( shader );
  10636. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10637. }
  10638. function getTexelDecodingFunction( functionName, encoding ) {
  10639. var components = getEncodingComponents( encoding );
  10640. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10641. }
  10642. function getTexelEncodingFunction( functionName, encoding ) {
  10643. var components = getEncodingComponents( encoding );
  10644. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10645. }
  10646. function getToneMappingFunction( functionName, toneMapping ) {
  10647. var toneMappingName;
  10648. switch ( toneMapping ) {
  10649. case LinearToneMapping:
  10650. toneMappingName = 'Linear';
  10651. break;
  10652. case ReinhardToneMapping:
  10653. toneMappingName = 'Reinhard';
  10654. break;
  10655. case Uncharted2ToneMapping:
  10656. toneMappingName = 'Uncharted2';
  10657. break;
  10658. case CineonToneMapping:
  10659. toneMappingName = 'OptimizedCineon';
  10660. break;
  10661. case ACESFilmicToneMapping:
  10662. toneMappingName = 'ACESFilmic';
  10663. break;
  10664. default:
  10665. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10666. }
  10667. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10668. }
  10669. function generateExtensions( parameters ) {
  10670. var chunks = [
  10671. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10672. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10673. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10674. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10675. ];
  10676. return chunks.filter( filterEmptyLine ).join( '\n' );
  10677. }
  10678. function generateDefines( defines ) {
  10679. var chunks = [];
  10680. for ( var name in defines ) {
  10681. var value = defines[ name ];
  10682. if ( value === false ) { continue; }
  10683. chunks.push( '#define ' + name + ' ' + value );
  10684. }
  10685. return chunks.join( '\n' );
  10686. }
  10687. function fetchAttributeLocations( gl, program ) {
  10688. var attributes = {};
  10689. var n = gl.getProgramParameter( program, 35721 );
  10690. for ( var i = 0; i < n; i ++ ) {
  10691. var info = gl.getActiveAttrib( program, i );
  10692. var name = info.name;
  10693. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10694. attributes[ name ] = gl.getAttribLocation( program, name );
  10695. }
  10696. return attributes;
  10697. }
  10698. function filterEmptyLine( string ) {
  10699. return string !== '';
  10700. }
  10701. function replaceLightNums( string, parameters ) {
  10702. return string
  10703. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10704. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10705. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10706. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10707. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10708. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10709. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10710. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10711. }
  10712. function replaceClippingPlaneNums( string, parameters ) {
  10713. return string
  10714. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10715. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10716. }
  10717. // Resolve Includes
  10718. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10719. function resolveIncludes( string ) {
  10720. return string.replace( includePattern, includeReplacer );
  10721. }
  10722. function includeReplacer( match, include ) {
  10723. var string = ShaderChunk[ include ];
  10724. if ( string === undefined ) {
  10725. throw new Error( 'Can not resolve #include <' + include + '>' );
  10726. }
  10727. return resolveIncludes( string );
  10728. }
  10729. // Unroll Loops
  10730. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10731. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10732. function unrollLoops( string ) {
  10733. return string
  10734. .replace( unrollLoopPattern, loopReplacer )
  10735. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10736. }
  10737. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10738. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10739. return loopReplacer( match, start, end, snippet );
  10740. }
  10741. function loopReplacer( match, start, end, snippet ) {
  10742. var string = '';
  10743. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10744. string += snippet
  10745. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10746. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10747. }
  10748. return string;
  10749. }
  10750. //
  10751. function generatePrecision( parameters ) {
  10752. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10753. if ( parameters.precision === "highp" ) {
  10754. precisionstring += "\n#define HIGH_PRECISION";
  10755. } else if ( parameters.precision === "mediump" ) {
  10756. precisionstring += "\n#define MEDIUM_PRECISION";
  10757. } else if ( parameters.precision === "lowp" ) {
  10758. precisionstring += "\n#define LOW_PRECISION";
  10759. }
  10760. return precisionstring;
  10761. }
  10762. function generateShadowMapTypeDefine( parameters ) {
  10763. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10764. if ( parameters.shadowMapType === PCFShadowMap ) {
  10765. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10766. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10767. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10768. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10769. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10770. }
  10771. return shadowMapTypeDefine;
  10772. }
  10773. function generateEnvMapTypeDefine( parameters ) {
  10774. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10775. if ( parameters.envMap ) {
  10776. switch ( parameters.envMapMode ) {
  10777. case CubeReflectionMapping:
  10778. case CubeRefractionMapping:
  10779. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10780. break;
  10781. case CubeUVReflectionMapping:
  10782. case CubeUVRefractionMapping:
  10783. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10784. break;
  10785. case EquirectangularReflectionMapping:
  10786. case EquirectangularRefractionMapping:
  10787. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10788. break;
  10789. case SphericalReflectionMapping:
  10790. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10791. break;
  10792. }
  10793. }
  10794. return envMapTypeDefine;
  10795. }
  10796. function generateEnvMapModeDefine( parameters ) {
  10797. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10798. if ( parameters.envMap ) {
  10799. switch ( parameters.envMapMode ) {
  10800. case CubeRefractionMapping:
  10801. case EquirectangularRefractionMapping:
  10802. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10803. break;
  10804. }
  10805. }
  10806. return envMapModeDefine;
  10807. }
  10808. function generateEnvMapBlendingDefine( parameters ) {
  10809. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10810. if ( parameters.envMap ) {
  10811. switch ( parameters.combine ) {
  10812. case MultiplyOperation:
  10813. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10814. break;
  10815. case MixOperation:
  10816. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10817. break;
  10818. case AddOperation:
  10819. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10820. break;
  10821. }
  10822. }
  10823. return envMapBlendingDefine;
  10824. }
  10825. function WebGLProgram( renderer, cacheKey, parameters ) {
  10826. var gl = renderer.getContext();
  10827. var defines = parameters.defines;
  10828. var vertexShader = parameters.vertexShader;
  10829. var fragmentShader = parameters.fragmentShader;
  10830. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10831. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10832. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10833. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10834. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10835. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10836. var customDefines = generateDefines( defines );
  10837. var program = gl.createProgram();
  10838. var prefixVertex, prefixFragment;
  10839. if ( parameters.isRawShaderMaterial ) {
  10840. prefixVertex = [
  10841. customDefines
  10842. ].filter( filterEmptyLine ).join( '\n' );
  10843. if ( prefixVertex.length > 0 ) {
  10844. prefixVertex += '\n';
  10845. }
  10846. prefixFragment = [
  10847. customExtensions,
  10848. customDefines
  10849. ].filter( filterEmptyLine ).join( '\n' );
  10850. if ( prefixFragment.length > 0 ) {
  10851. prefixFragment += '\n';
  10852. }
  10853. } else {
  10854. prefixVertex = [
  10855. generatePrecision( parameters ),
  10856. '#define SHADER_NAME ' + parameters.shaderName,
  10857. customDefines,
  10858. parameters.instancing ? '#define USE_INSTANCING' : '',
  10859. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10860. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10861. '#define MAX_BONES ' + parameters.maxBones,
  10862. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10863. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10864. parameters.map ? '#define USE_MAP' : '',
  10865. parameters.envMap ? '#define USE_ENVMAP' : '',
  10866. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10867. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10868. parameters.aoMap ? '#define USE_AOMAP' : '',
  10869. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10870. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10871. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10872. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10873. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10874. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10875. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10876. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10877. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10878. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10879. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10880. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10881. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10882. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10883. parameters.vertexColors ? '#define USE_COLOR' : '',
  10884. parameters.vertexUvs ? '#define USE_UV' : '',
  10885. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10886. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10887. parameters.skinning ? '#define USE_SKINNING' : '',
  10888. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10889. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10890. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10891. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10892. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10893. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10894. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10895. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10896. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10897. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10898. 'uniform mat4 modelMatrix;',
  10899. 'uniform mat4 modelViewMatrix;',
  10900. 'uniform mat4 projectionMatrix;',
  10901. 'uniform mat4 viewMatrix;',
  10902. 'uniform mat3 normalMatrix;',
  10903. 'uniform vec3 cameraPosition;',
  10904. 'uniform bool isOrthographic;',
  10905. '#ifdef USE_INSTANCING',
  10906. ' attribute mat4 instanceMatrix;',
  10907. '#endif',
  10908. 'attribute vec3 position;',
  10909. 'attribute vec3 normal;',
  10910. 'attribute vec2 uv;',
  10911. '#ifdef USE_TANGENT',
  10912. ' attribute vec4 tangent;',
  10913. '#endif',
  10914. '#ifdef USE_COLOR',
  10915. ' attribute vec3 color;',
  10916. '#endif',
  10917. '#ifdef USE_MORPHTARGETS',
  10918. ' attribute vec3 morphTarget0;',
  10919. ' attribute vec3 morphTarget1;',
  10920. ' attribute vec3 morphTarget2;',
  10921. ' attribute vec3 morphTarget3;',
  10922. ' #ifdef USE_MORPHNORMALS',
  10923. ' attribute vec3 morphNormal0;',
  10924. ' attribute vec3 morphNormal1;',
  10925. ' attribute vec3 morphNormal2;',
  10926. ' attribute vec3 morphNormal3;',
  10927. ' #else',
  10928. ' attribute vec3 morphTarget4;',
  10929. ' attribute vec3 morphTarget5;',
  10930. ' attribute vec3 morphTarget6;',
  10931. ' attribute vec3 morphTarget7;',
  10932. ' #endif',
  10933. '#endif',
  10934. '#ifdef USE_SKINNING',
  10935. ' attribute vec4 skinIndex;',
  10936. ' attribute vec4 skinWeight;',
  10937. '#endif',
  10938. '\n'
  10939. ].filter( filterEmptyLine ).join( '\n' );
  10940. prefixFragment = [
  10941. customExtensions,
  10942. generatePrecision( parameters ),
  10943. '#define SHADER_NAME ' + parameters.shaderName,
  10944. customDefines,
  10945. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10946. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10947. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10948. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10949. parameters.map ? '#define USE_MAP' : '',
  10950. parameters.matcap ? '#define USE_MATCAP' : '',
  10951. parameters.envMap ? '#define USE_ENVMAP' : '',
  10952. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10953. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10954. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10955. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10956. parameters.aoMap ? '#define USE_AOMAP' : '',
  10957. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10958. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10959. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10960. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10961. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10962. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10963. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10964. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10965. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10966. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10967. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10968. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10969. parameters.sheen ? '#define USE_SHEEN' : '',
  10970. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10971. parameters.vertexColors ? '#define USE_COLOR' : '',
  10972. parameters.vertexUvs ? '#define USE_UV' : '',
  10973. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10974. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10975. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10976. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10977. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10978. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10979. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10980. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10981. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10982. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10983. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10984. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10985. 'uniform mat4 viewMatrix;',
  10986. 'uniform vec3 cameraPosition;',
  10987. 'uniform bool isOrthographic;',
  10988. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10989. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10990. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10991. parameters.dithering ? '#define DITHERING' : '',
  10992. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10993. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10994. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10995. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10996. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10997. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10998. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10999. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  11000. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11001. '\n'
  11002. ].filter( filterEmptyLine ).join( '\n' );
  11003. }
  11004. vertexShader = resolveIncludes( vertexShader );
  11005. vertexShader = replaceLightNums( vertexShader, parameters );
  11006. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11007. fragmentShader = resolveIncludes( fragmentShader );
  11008. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11009. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11010. vertexShader = unrollLoops( vertexShader );
  11011. fragmentShader = unrollLoops( fragmentShader );
  11012. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11013. var isGLSL3ShaderMaterial = false;
  11014. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11015. if ( parameters.isShaderMaterial &&
  11016. vertexShader.match( versionRegex ) !== null &&
  11017. fragmentShader.match( versionRegex ) !== null ) {
  11018. isGLSL3ShaderMaterial = true;
  11019. vertexShader = vertexShader.replace( versionRegex, '' );
  11020. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11021. }
  11022. // GLSL 3.0 conversion
  11023. prefixVertex = [
  11024. '#version 300 es\n',
  11025. '#define attribute in',
  11026. '#define varying out',
  11027. '#define texture2D texture'
  11028. ].join( '\n' ) + '\n' + prefixVertex;
  11029. prefixFragment = [
  11030. '#version 300 es\n',
  11031. '#define varying in',
  11032. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11033. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11034. '#define gl_FragDepthEXT gl_FragDepth',
  11035. '#define texture2D texture',
  11036. '#define textureCube texture',
  11037. '#define texture2DProj textureProj',
  11038. '#define texture2DLodEXT textureLod',
  11039. '#define texture2DProjLodEXT textureProjLod',
  11040. '#define textureCubeLodEXT textureLod',
  11041. '#define texture2DGradEXT textureGrad',
  11042. '#define texture2DProjGradEXT textureProjGrad',
  11043. '#define textureCubeGradEXT textureGrad'
  11044. ].join( '\n' ) + '\n' + prefixFragment;
  11045. }
  11046. var vertexGlsl = prefixVertex + vertexShader;
  11047. var fragmentGlsl = prefixFragment + fragmentShader;
  11048. // console.log( '*VERTEX*', vertexGlsl );
  11049. // console.log( '*FRAGMENT*', fragmentGlsl );
  11050. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11051. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11052. gl.attachShader( program, glVertexShader );
  11053. gl.attachShader( program, glFragmentShader );
  11054. // Force a particular attribute to index 0.
  11055. if ( parameters.index0AttributeName !== undefined ) {
  11056. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11057. } else if ( parameters.morphTargets === true ) {
  11058. // programs with morphTargets displace position out of attribute 0
  11059. gl.bindAttribLocation( program, 0, 'position' );
  11060. }
  11061. gl.linkProgram( program );
  11062. // check for link errors
  11063. if ( renderer.debug.checkShaderErrors ) {
  11064. var programLog = gl.getProgramInfoLog( program ).trim();
  11065. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11066. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11067. var runnable = true;
  11068. var haveDiagnostics = true;
  11069. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11070. runnable = false;
  11071. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11072. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11073. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11074. } else if ( programLog !== '' ) {
  11075. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11076. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11077. haveDiagnostics = false;
  11078. }
  11079. if ( haveDiagnostics ) {
  11080. this.diagnostics = {
  11081. runnable: runnable,
  11082. programLog: programLog,
  11083. vertexShader: {
  11084. log: vertexLog,
  11085. prefix: prefixVertex
  11086. },
  11087. fragmentShader: {
  11088. log: fragmentLog,
  11089. prefix: prefixFragment
  11090. }
  11091. };
  11092. }
  11093. }
  11094. // Clean up
  11095. // Crashes in iOS9 and iOS10. #18402
  11096. // gl.detachShader( program, glVertexShader );
  11097. // gl.detachShader( program, glFragmentShader );
  11098. gl.deleteShader( glVertexShader );
  11099. gl.deleteShader( glFragmentShader );
  11100. // set up caching for uniform locations
  11101. var cachedUniforms;
  11102. this.getUniforms = function () {
  11103. if ( cachedUniforms === undefined ) {
  11104. cachedUniforms = new WebGLUniforms( gl, program );
  11105. }
  11106. return cachedUniforms;
  11107. };
  11108. // set up caching for attribute locations
  11109. var cachedAttributes;
  11110. this.getAttributes = function () {
  11111. if ( cachedAttributes === undefined ) {
  11112. cachedAttributes = fetchAttributeLocations( gl, program );
  11113. }
  11114. return cachedAttributes;
  11115. };
  11116. // free resource
  11117. this.destroy = function () {
  11118. gl.deleteProgram( program );
  11119. this.program = undefined;
  11120. };
  11121. //
  11122. this.name = parameters.shaderName;
  11123. this.id = programIdCount ++;
  11124. this.cacheKey = cacheKey;
  11125. this.usedTimes = 1;
  11126. this.program = program;
  11127. this.vertexShader = glVertexShader;
  11128. this.fragmentShader = glFragmentShader;
  11129. return this;
  11130. }
  11131. /**
  11132. * @author mrdoob / http://mrdoob.com/
  11133. */
  11134. function WebGLPrograms( renderer, extensions, capabilities ) {
  11135. var programs = [];
  11136. var isWebGL2 = capabilities.isWebGL2;
  11137. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11138. var floatVertexTextures = capabilities.floatVertexTextures;
  11139. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11140. var vertexTextures = capabilities.vertexTextures;
  11141. var precision = capabilities.precision;
  11142. var shaderIDs = {
  11143. MeshDepthMaterial: 'depth',
  11144. MeshDistanceMaterial: 'distanceRGBA',
  11145. MeshNormalMaterial: 'normal',
  11146. MeshBasicMaterial: 'basic',
  11147. MeshLambertMaterial: 'lambert',
  11148. MeshPhongMaterial: 'phong',
  11149. MeshToonMaterial: 'toon',
  11150. MeshStandardMaterial: 'physical',
  11151. MeshPhysicalMaterial: 'physical',
  11152. MeshMatcapMaterial: 'matcap',
  11153. LineBasicMaterial: 'basic',
  11154. LineDashedMaterial: 'dashed',
  11155. PointsMaterial: 'points',
  11156. ShadowMaterial: 'shadow',
  11157. SpriteMaterial: 'sprite'
  11158. };
  11159. var parameterNames = [
  11160. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11161. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11162. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11163. "roughnessMap", "metalnessMap", "gradientMap",
  11164. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11165. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11166. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11167. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11168. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11169. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11170. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11171. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11172. "sheen"
  11173. ];
  11174. function getShaderObject( material, shaderID ) {
  11175. var shaderobject;
  11176. if ( shaderID ) {
  11177. var shader = ShaderLib[ shaderID ];
  11178. shaderobject = {
  11179. name: material.type,
  11180. uniforms: UniformsUtils.clone( shader.uniforms ),
  11181. vertexShader: shader.vertexShader,
  11182. fragmentShader: shader.fragmentShader
  11183. };
  11184. } else {
  11185. shaderobject = {
  11186. name: material.type,
  11187. uniforms: material.uniforms,
  11188. vertexShader: material.vertexShader,
  11189. fragmentShader: material.fragmentShader
  11190. };
  11191. }
  11192. return shaderobject;
  11193. }
  11194. function allocateBones( object ) {
  11195. var skeleton = object.skeleton;
  11196. var bones = skeleton.bones;
  11197. if ( floatVertexTextures ) {
  11198. return 1024;
  11199. } else {
  11200. // default for when object is not specified
  11201. // ( for example when prebuilding shader to be used with multiple objects )
  11202. //
  11203. // - leave some extra space for other uniforms
  11204. // - limit here is ANGLE's 254 max uniform vectors
  11205. // (up to 54 should be safe)
  11206. var nVertexUniforms = maxVertexUniforms;
  11207. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11208. var maxBones = Math.min( nVertexMatrices, bones.length );
  11209. if ( maxBones < bones.length ) {
  11210. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11211. return 0;
  11212. }
  11213. return maxBones;
  11214. }
  11215. }
  11216. function getTextureEncodingFromMap( map ) {
  11217. var encoding;
  11218. if ( ! map ) {
  11219. encoding = LinearEncoding;
  11220. } else if ( map.isTexture ) {
  11221. encoding = map.encoding;
  11222. } else if ( map.isWebGLRenderTarget ) {
  11223. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11224. encoding = map.texture.encoding;
  11225. }
  11226. return encoding;
  11227. }
  11228. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11229. var fog = scene.fog;
  11230. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11231. var envMap = material.envMap || environment;
  11232. var shaderID = shaderIDs[ material.type ];
  11233. // heuristics to create shader parameters according to lights in the scene
  11234. // (not to blow over maxLights budget)
  11235. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11236. if ( material.precision !== null ) {
  11237. precision = capabilities.getMaxPrecision( material.precision );
  11238. if ( precision !== material.precision ) {
  11239. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11240. }
  11241. }
  11242. var shaderobject = getShaderObject( material, shaderID );
  11243. material.onBeforeCompile( shaderobject, renderer );
  11244. var currentRenderTarget = renderer.getRenderTarget();
  11245. var parameters = {
  11246. isWebGL2: isWebGL2,
  11247. shaderID: shaderID,
  11248. shaderName: shaderobject.name,
  11249. uniforms: shaderobject.uniforms,
  11250. vertexShader: shaderobject.vertexShader,
  11251. fragmentShader: shaderobject.fragmentShader,
  11252. defines: material.defines,
  11253. isRawShaderMaterial: material.isRawShaderMaterial,
  11254. isShaderMaterial: material.isShaderMaterial,
  11255. precision: precision,
  11256. instancing: object.isInstancedMesh === true,
  11257. supportsVertexTextures: vertexTextures,
  11258. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11259. map: !! material.map,
  11260. mapEncoding: getTextureEncodingFromMap( material.map ),
  11261. matcap: !! material.matcap,
  11262. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11263. envMap: !! envMap,
  11264. envMapMode: envMap && envMap.mapping,
  11265. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11266. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11267. lightMap: !! material.lightMap,
  11268. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11269. aoMap: !! material.aoMap,
  11270. emissiveMap: !! material.emissiveMap,
  11271. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11272. bumpMap: !! material.bumpMap,
  11273. normalMap: !! material.normalMap,
  11274. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11275. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11276. clearcoatMap: !! material.clearcoatMap,
  11277. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11278. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11279. displacementMap: !! material.displacementMap,
  11280. roughnessMap: !! material.roughnessMap,
  11281. metalnessMap: !! material.metalnessMap,
  11282. specularMap: !! material.specularMap,
  11283. alphaMap: !! material.alphaMap,
  11284. gradientMap: !! material.gradientMap,
  11285. sheen: !! material.sheen,
  11286. combine: material.combine,
  11287. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11288. vertexColors: material.vertexColors,
  11289. 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,
  11290. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11291. fog: !! fog,
  11292. useFog: material.fog,
  11293. fogExp2: ( fog && fog.isFogExp2 ),
  11294. flatShading: material.flatShading,
  11295. sizeAttenuation: material.sizeAttenuation,
  11296. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11297. skinning: material.skinning && maxBones > 0,
  11298. maxBones: maxBones,
  11299. useVertexTexture: floatVertexTextures,
  11300. morphTargets: material.morphTargets,
  11301. morphNormals: material.morphNormals,
  11302. maxMorphTargets: renderer.maxMorphTargets,
  11303. maxMorphNormals: renderer.maxMorphNormals,
  11304. numDirLights: lights.directional.length,
  11305. numPointLights: lights.point.length,
  11306. numSpotLights: lights.spot.length,
  11307. numRectAreaLights: lights.rectArea.length,
  11308. numHemiLights: lights.hemi.length,
  11309. numDirLightShadows: lights.directionalShadowMap.length,
  11310. numPointLightShadows: lights.pointShadowMap.length,
  11311. numSpotLightShadows: lights.spotShadowMap.length,
  11312. numClippingPlanes: nClipPlanes,
  11313. numClipIntersection: nClipIntersection,
  11314. dithering: material.dithering,
  11315. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11316. shadowMapType: renderer.shadowMap.type,
  11317. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11318. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11319. premultipliedAlpha: material.premultipliedAlpha,
  11320. alphaTest: material.alphaTest,
  11321. doubleSided: material.side === DoubleSide,
  11322. flipSided: material.side === BackSide,
  11323. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11324. index0AttributeName: material.index0AttributeName,
  11325. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11326. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11327. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11328. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11329. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11330. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11331. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11332. onBeforeCompile: material.onBeforeCompile
  11333. };
  11334. return parameters;
  11335. };
  11336. this.getProgramCacheKey = function ( parameters ) {
  11337. var array = [];
  11338. if ( parameters.shaderID ) {
  11339. array.push( parameters.shaderID );
  11340. } else {
  11341. array.push( parameters.fragmentShader );
  11342. array.push( parameters.vertexShader );
  11343. }
  11344. if ( parameters.defines !== undefined ) {
  11345. for ( var name in parameters.defines ) {
  11346. array.push( name );
  11347. array.push( parameters.defines[ name ] );
  11348. }
  11349. }
  11350. if ( parameters.isRawShaderMaterial === undefined ) {
  11351. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11352. array.push( parameters[ parameterNames[ i ] ] );
  11353. }
  11354. array.push( renderer.outputEncoding );
  11355. array.push( renderer.gammaFactor );
  11356. }
  11357. array.push( parameters.onBeforeCompile.toString() );
  11358. return array.join();
  11359. };
  11360. this.acquireProgram = function ( parameters, cacheKey ) {
  11361. var program;
  11362. // Check if code has been already compiled
  11363. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11364. var preexistingProgram = programs[ p ];
  11365. if ( preexistingProgram.cacheKey === cacheKey ) {
  11366. program = preexistingProgram;
  11367. ++ program.usedTimes;
  11368. break;
  11369. }
  11370. }
  11371. if ( program === undefined ) {
  11372. program = new WebGLProgram( renderer, cacheKey, parameters );
  11373. programs.push( program );
  11374. }
  11375. return program;
  11376. };
  11377. this.releaseProgram = function ( program ) {
  11378. if ( -- program.usedTimes === 0 ) {
  11379. // Remove from unordered set
  11380. var i = programs.indexOf( program );
  11381. programs[ i ] = programs[ programs.length - 1 ];
  11382. programs.pop();
  11383. // Free WebGL resources
  11384. program.destroy();
  11385. }
  11386. };
  11387. // Exposed for resource monitoring & error feedback via renderer.info:
  11388. this.programs = programs;
  11389. }
  11390. /**
  11391. * @author fordacious / fordacious.github.io
  11392. */
  11393. function WebGLProperties() {
  11394. var properties = new WeakMap();
  11395. function get( object ) {
  11396. var map = properties.get( object );
  11397. if ( map === undefined ) {
  11398. map = {};
  11399. properties.set( object, map );
  11400. }
  11401. return map;
  11402. }
  11403. function remove( object ) {
  11404. properties.delete( object );
  11405. }
  11406. function update( object, key, value ) {
  11407. properties.get( object )[ key ] = value;
  11408. }
  11409. function dispose() {
  11410. properties = new WeakMap();
  11411. }
  11412. return {
  11413. get: get,
  11414. remove: remove,
  11415. update: update,
  11416. dispose: dispose
  11417. };
  11418. }
  11419. /**
  11420. * @author mrdoob / http://mrdoob.com/
  11421. */
  11422. function painterSortStable( a, b ) {
  11423. if ( a.groupOrder !== b.groupOrder ) {
  11424. return a.groupOrder - b.groupOrder;
  11425. } else if ( a.renderOrder !== b.renderOrder ) {
  11426. return a.renderOrder - b.renderOrder;
  11427. } else if ( a.program !== b.program ) {
  11428. return a.program.id - b.program.id;
  11429. } else if ( a.material.id !== b.material.id ) {
  11430. return a.material.id - b.material.id;
  11431. } else if ( a.z !== b.z ) {
  11432. return a.z - b.z;
  11433. } else {
  11434. return a.id - b.id;
  11435. }
  11436. }
  11437. function reversePainterSortStable( a, b ) {
  11438. if ( a.groupOrder !== b.groupOrder ) {
  11439. return a.groupOrder - b.groupOrder;
  11440. } else if ( a.renderOrder !== b.renderOrder ) {
  11441. return a.renderOrder - b.renderOrder;
  11442. } else if ( a.z !== b.z ) {
  11443. return b.z - a.z;
  11444. } else {
  11445. return a.id - b.id;
  11446. }
  11447. }
  11448. function WebGLRenderList() {
  11449. var renderItems = [];
  11450. var renderItemsIndex = 0;
  11451. var opaque = [];
  11452. var transparent = [];
  11453. var defaultProgram = { id: - 1 };
  11454. function init() {
  11455. renderItemsIndex = 0;
  11456. opaque.length = 0;
  11457. transparent.length = 0;
  11458. }
  11459. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11460. var renderItem = renderItems[ renderItemsIndex ];
  11461. if ( renderItem === undefined ) {
  11462. renderItem = {
  11463. id: object.id,
  11464. object: object,
  11465. geometry: geometry,
  11466. material: material,
  11467. program: material.program || defaultProgram,
  11468. groupOrder: groupOrder,
  11469. renderOrder: object.renderOrder,
  11470. z: z,
  11471. group: group
  11472. };
  11473. renderItems[ renderItemsIndex ] = renderItem;
  11474. } else {
  11475. renderItem.id = object.id;
  11476. renderItem.object = object;
  11477. renderItem.geometry = geometry;
  11478. renderItem.material = material;
  11479. renderItem.program = material.program || defaultProgram;
  11480. renderItem.groupOrder = groupOrder;
  11481. renderItem.renderOrder = object.renderOrder;
  11482. renderItem.z = z;
  11483. renderItem.group = group;
  11484. }
  11485. renderItemsIndex ++;
  11486. return renderItem;
  11487. }
  11488. function push( object, geometry, material, groupOrder, z, group ) {
  11489. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11490. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11491. }
  11492. function unshift( object, geometry, material, groupOrder, z, group ) {
  11493. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11494. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11495. }
  11496. function sort( customOpaqueSort, customTransparentSort ) {
  11497. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11498. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11499. }
  11500. function finish() {
  11501. // Clear references from inactive renderItems in the list
  11502. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11503. var renderItem = renderItems[ i ];
  11504. if ( renderItem.id === null ) { break; }
  11505. renderItem.id = null;
  11506. renderItem.object = null;
  11507. renderItem.geometry = null;
  11508. renderItem.material = null;
  11509. renderItem.program = null;
  11510. renderItem.group = null;
  11511. }
  11512. }
  11513. return {
  11514. opaque: opaque,
  11515. transparent: transparent,
  11516. init: init,
  11517. push: push,
  11518. unshift: unshift,
  11519. finish: finish,
  11520. sort: sort
  11521. };
  11522. }
  11523. function WebGLRenderLists() {
  11524. var lists = new WeakMap();
  11525. function onSceneDispose( event ) {
  11526. var scene = event.target;
  11527. scene.removeEventListener( 'dispose', onSceneDispose );
  11528. lists.delete( scene );
  11529. }
  11530. function get( scene, camera ) {
  11531. var cameras = lists.get( scene );
  11532. var list;
  11533. if ( cameras === undefined ) {
  11534. list = new WebGLRenderList();
  11535. lists.set( scene, new WeakMap() );
  11536. lists.get( scene ).set( camera, list );
  11537. scene.addEventListener( 'dispose', onSceneDispose );
  11538. } else {
  11539. list = cameras.get( camera );
  11540. if ( list === undefined ) {
  11541. list = new WebGLRenderList();
  11542. cameras.set( camera, list );
  11543. }
  11544. }
  11545. return list;
  11546. }
  11547. function dispose() {
  11548. lists = new WeakMap();
  11549. }
  11550. return {
  11551. get: get,
  11552. dispose: dispose
  11553. };
  11554. }
  11555. /**
  11556. * @author mrdoob / http://mrdoob.com/
  11557. */
  11558. function UniformsCache() {
  11559. var lights = {};
  11560. return {
  11561. get: function ( light ) {
  11562. if ( lights[ light.id ] !== undefined ) {
  11563. return lights[ light.id ];
  11564. }
  11565. var uniforms;
  11566. switch ( light.type ) {
  11567. case 'DirectionalLight':
  11568. uniforms = {
  11569. direction: new Vector3(),
  11570. color: new Color()
  11571. };
  11572. break;
  11573. case 'SpotLight':
  11574. uniforms = {
  11575. position: new Vector3(),
  11576. direction: new Vector3(),
  11577. color: new Color(),
  11578. distance: 0,
  11579. coneCos: 0,
  11580. penumbraCos: 0,
  11581. decay: 0
  11582. };
  11583. break;
  11584. case 'PointLight':
  11585. uniforms = {
  11586. position: new Vector3(),
  11587. color: new Color(),
  11588. distance: 0,
  11589. decay: 0
  11590. };
  11591. break;
  11592. case 'HemisphereLight':
  11593. uniforms = {
  11594. direction: new Vector3(),
  11595. skyColor: new Color(),
  11596. groundColor: new Color()
  11597. };
  11598. break;
  11599. case 'RectAreaLight':
  11600. uniforms = {
  11601. color: new Color(),
  11602. position: new Vector3(),
  11603. halfWidth: new Vector3(),
  11604. halfHeight: new Vector3()
  11605. };
  11606. break;
  11607. }
  11608. lights[ light.id ] = uniforms;
  11609. return uniforms;
  11610. }
  11611. };
  11612. }
  11613. function ShadowUniformsCache() {
  11614. var lights = {};
  11615. return {
  11616. get: function ( light ) {
  11617. if ( lights[ light.id ] !== undefined ) {
  11618. return lights[ light.id ];
  11619. }
  11620. var uniforms;
  11621. switch ( light.type ) {
  11622. case 'DirectionalLight':
  11623. uniforms = {
  11624. shadowBias: 0,
  11625. shadowRadius: 1,
  11626. shadowMapSize: new Vector2()
  11627. };
  11628. break;
  11629. case 'SpotLight':
  11630. uniforms = {
  11631. shadowBias: 0,
  11632. shadowRadius: 1,
  11633. shadowMapSize: new Vector2()
  11634. };
  11635. break;
  11636. case 'PointLight':
  11637. uniforms = {
  11638. shadowBias: 0,
  11639. shadowRadius: 1,
  11640. shadowMapSize: new Vector2(),
  11641. shadowCameraNear: 1,
  11642. shadowCameraFar: 1000
  11643. };
  11644. break;
  11645. // TODO (abelnation): set RectAreaLight shadow uniforms
  11646. }
  11647. lights[ light.id ] = uniforms;
  11648. return uniforms;
  11649. }
  11650. };
  11651. }
  11652. var nextVersion = 0;
  11653. function shadowCastingLightsFirst( lightA, lightB ) {
  11654. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11655. }
  11656. function WebGLLights() {
  11657. var cache = new UniformsCache();
  11658. var shadowCache = ShadowUniformsCache();
  11659. var state = {
  11660. version: 0,
  11661. hash: {
  11662. directionalLength: - 1,
  11663. pointLength: - 1,
  11664. spotLength: - 1,
  11665. rectAreaLength: - 1,
  11666. hemiLength: - 1,
  11667. numDirectionalShadows: - 1,
  11668. numPointShadows: - 1,
  11669. numSpotShadows: - 1
  11670. },
  11671. ambient: [ 0, 0, 0 ],
  11672. probe: [],
  11673. directional: [],
  11674. directionalShadow: [],
  11675. directionalShadowMap: [],
  11676. directionalShadowMatrix: [],
  11677. spot: [],
  11678. spotShadow: [],
  11679. spotShadowMap: [],
  11680. spotShadowMatrix: [],
  11681. rectArea: [],
  11682. point: [],
  11683. pointShadow: [],
  11684. pointShadowMap: [],
  11685. pointShadowMatrix: [],
  11686. hemi: []
  11687. };
  11688. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11689. var vector3 = new Vector3();
  11690. var matrix4 = new Matrix4();
  11691. var matrix42 = new Matrix4();
  11692. function setup( lights, shadows, camera ) {
  11693. var r = 0, g = 0, b = 0;
  11694. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11695. var directionalLength = 0;
  11696. var pointLength = 0;
  11697. var spotLength = 0;
  11698. var rectAreaLength = 0;
  11699. var hemiLength = 0;
  11700. var numDirectionalShadows = 0;
  11701. var numPointShadows = 0;
  11702. var numSpotShadows = 0;
  11703. var viewMatrix = camera.matrixWorldInverse;
  11704. lights.sort( shadowCastingLightsFirst );
  11705. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  11706. var light = lights[ i$1 ];
  11707. var color = light.color;
  11708. var intensity = light.intensity;
  11709. var distance = light.distance;
  11710. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11711. if ( light.isAmbientLight ) {
  11712. r += color.r * intensity;
  11713. g += color.g * intensity;
  11714. b += color.b * intensity;
  11715. } else if ( light.isLightProbe ) {
  11716. for ( var j = 0; j < 9; j ++ ) {
  11717. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11718. }
  11719. } else if ( light.isDirectionalLight ) {
  11720. var uniforms = cache.get( light );
  11721. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11722. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11723. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11724. uniforms.direction.sub( vector3 );
  11725. uniforms.direction.transformDirection( viewMatrix );
  11726. if ( light.castShadow ) {
  11727. var shadow = light.shadow;
  11728. var shadowUniforms = shadowCache.get( light );
  11729. shadowUniforms.shadowBias = shadow.bias;
  11730. shadowUniforms.shadowRadius = shadow.radius;
  11731. shadowUniforms.shadowMapSize = shadow.mapSize;
  11732. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11733. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11734. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11735. numDirectionalShadows ++;
  11736. }
  11737. state.directional[ directionalLength ] = uniforms;
  11738. directionalLength ++;
  11739. } else if ( light.isSpotLight ) {
  11740. var uniforms$1 = cache.get( light );
  11741. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  11742. uniforms$1.position.applyMatrix4( viewMatrix );
  11743. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  11744. uniforms$1.distance = distance;
  11745. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  11746. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11747. uniforms$1.direction.sub( vector3 );
  11748. uniforms$1.direction.transformDirection( viewMatrix );
  11749. uniforms$1.coneCos = Math.cos( light.angle );
  11750. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11751. uniforms$1.decay = light.decay;
  11752. if ( light.castShadow ) {
  11753. var shadow$1 = light.shadow;
  11754. var shadowUniforms$1 = shadowCache.get( light );
  11755. shadowUniforms$1.shadowBias = shadow$1.bias;
  11756. shadowUniforms$1.shadowRadius = shadow$1.radius;
  11757. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  11758. state.spotShadow[ spotLength ] = shadowUniforms$1;
  11759. state.spotShadowMap[ spotLength ] = shadowMap;
  11760. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11761. numSpotShadows ++;
  11762. }
  11763. state.spot[ spotLength ] = uniforms$1;
  11764. spotLength ++;
  11765. } else if ( light.isRectAreaLight ) {
  11766. var uniforms$2 = cache.get( light );
  11767. // (a) intensity is the total visible light emitted
  11768. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11769. // (b) intensity is the brightness of the light
  11770. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  11771. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  11772. uniforms$2.position.applyMatrix4( viewMatrix );
  11773. // extract local rotation of light to derive width/height half vectors
  11774. matrix42.identity();
  11775. matrix4.copy( light.matrixWorld );
  11776. matrix4.premultiply( viewMatrix );
  11777. matrix42.extractRotation( matrix4 );
  11778. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11779. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11780. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  11781. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  11782. // TODO (abelnation): RectAreaLight distance?
  11783. // uniforms.distance = distance;
  11784. state.rectArea[ rectAreaLength ] = uniforms$2;
  11785. rectAreaLength ++;
  11786. } else if ( light.isPointLight ) {
  11787. var uniforms$3 = cache.get( light );
  11788. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  11789. uniforms$3.position.applyMatrix4( viewMatrix );
  11790. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  11791. uniforms$3.distance = light.distance;
  11792. uniforms$3.decay = light.decay;
  11793. if ( light.castShadow ) {
  11794. var shadow$2 = light.shadow;
  11795. var shadowUniforms$2 = shadowCache.get( light );
  11796. shadowUniforms$2.shadowBias = shadow$2.bias;
  11797. shadowUniforms$2.shadowRadius = shadow$2.radius;
  11798. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  11799. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  11800. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  11801. state.pointShadow[ pointLength ] = shadowUniforms$2;
  11802. state.pointShadowMap[ pointLength ] = shadowMap;
  11803. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11804. numPointShadows ++;
  11805. }
  11806. state.point[ pointLength ] = uniforms$3;
  11807. pointLength ++;
  11808. } else if ( light.isHemisphereLight ) {
  11809. var uniforms$4 = cache.get( light );
  11810. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  11811. uniforms$4.direction.transformDirection( viewMatrix );
  11812. uniforms$4.direction.normalize();
  11813. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  11814. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11815. state.hemi[ hemiLength ] = uniforms$4;
  11816. hemiLength ++;
  11817. }
  11818. }
  11819. state.ambient[ 0 ] = r;
  11820. state.ambient[ 1 ] = g;
  11821. state.ambient[ 2 ] = b;
  11822. var hash = state.hash;
  11823. if ( hash.directionalLength !== directionalLength ||
  11824. hash.pointLength !== pointLength ||
  11825. hash.spotLength !== spotLength ||
  11826. hash.rectAreaLength !== rectAreaLength ||
  11827. hash.hemiLength !== hemiLength ||
  11828. hash.numDirectionalShadows !== numDirectionalShadows ||
  11829. hash.numPointShadows !== numPointShadows ||
  11830. hash.numSpotShadows !== numSpotShadows ) {
  11831. state.directional.length = directionalLength;
  11832. state.spot.length = spotLength;
  11833. state.rectArea.length = rectAreaLength;
  11834. state.point.length = pointLength;
  11835. state.hemi.length = hemiLength;
  11836. state.directionalShadow.length = numDirectionalShadows;
  11837. state.directionalShadowMap.length = numDirectionalShadows;
  11838. state.pointShadow.length = numPointShadows;
  11839. state.pointShadowMap.length = numPointShadows;
  11840. state.spotShadow.length = numSpotShadows;
  11841. state.spotShadowMap.length = numSpotShadows;
  11842. state.directionalShadowMatrix.length = numDirectionalShadows;
  11843. state.pointShadowMatrix.length = numPointShadows;
  11844. state.spotShadowMatrix.length = numSpotShadows;
  11845. hash.directionalLength = directionalLength;
  11846. hash.pointLength = pointLength;
  11847. hash.spotLength = spotLength;
  11848. hash.rectAreaLength = rectAreaLength;
  11849. hash.hemiLength = hemiLength;
  11850. hash.numDirectionalShadows = numDirectionalShadows;
  11851. hash.numPointShadows = numPointShadows;
  11852. hash.numSpotShadows = numSpotShadows;
  11853. state.version = nextVersion ++;
  11854. }
  11855. }
  11856. return {
  11857. setup: setup,
  11858. state: state
  11859. };
  11860. }
  11861. /**
  11862. * @author Mugen87 / https://github.com/Mugen87
  11863. */
  11864. function WebGLRenderState() {
  11865. var lights = new WebGLLights();
  11866. var lightsArray = [];
  11867. var shadowsArray = [];
  11868. function init() {
  11869. lightsArray.length = 0;
  11870. shadowsArray.length = 0;
  11871. }
  11872. function pushLight( light ) {
  11873. lightsArray.push( light );
  11874. }
  11875. function pushShadow( shadowLight ) {
  11876. shadowsArray.push( shadowLight );
  11877. }
  11878. function setupLights( camera ) {
  11879. lights.setup( lightsArray, shadowsArray, camera );
  11880. }
  11881. var state = {
  11882. lightsArray: lightsArray,
  11883. shadowsArray: shadowsArray,
  11884. lights: lights
  11885. };
  11886. return {
  11887. init: init,
  11888. state: state,
  11889. setupLights: setupLights,
  11890. pushLight: pushLight,
  11891. pushShadow: pushShadow
  11892. };
  11893. }
  11894. function WebGLRenderStates() {
  11895. var renderStates = new WeakMap();
  11896. function onSceneDispose( event ) {
  11897. var scene = event.target;
  11898. scene.removeEventListener( 'dispose', onSceneDispose );
  11899. renderStates.delete( scene );
  11900. }
  11901. function get( scene, camera ) {
  11902. var renderState;
  11903. if ( renderStates.has( scene ) === false ) {
  11904. renderState = new WebGLRenderState();
  11905. renderStates.set( scene, new WeakMap() );
  11906. renderStates.get( scene ).set( camera, renderState );
  11907. scene.addEventListener( 'dispose', onSceneDispose );
  11908. } else {
  11909. if ( renderStates.get( scene ).has( camera ) === false ) {
  11910. renderState = new WebGLRenderState();
  11911. renderStates.get( scene ).set( camera, renderState );
  11912. } else {
  11913. renderState = renderStates.get( scene ).get( camera );
  11914. }
  11915. }
  11916. return renderState;
  11917. }
  11918. function dispose() {
  11919. renderStates = new WeakMap();
  11920. }
  11921. return {
  11922. get: get,
  11923. dispose: dispose
  11924. };
  11925. }
  11926. /**
  11927. * @author mrdoob / http://mrdoob.com/
  11928. * @author alteredq / http://alteredqualia.com/
  11929. * @author bhouston / https://clara.io
  11930. * @author WestLangley / http://github.com/WestLangley
  11931. *
  11932. * parameters = {
  11933. *
  11934. * opacity: <float>,
  11935. *
  11936. * map: new THREE.Texture( <Image> ),
  11937. *
  11938. * alphaMap: new THREE.Texture( <Image> ),
  11939. *
  11940. * displacementMap: new THREE.Texture( <Image> ),
  11941. * displacementScale: <float>,
  11942. * displacementBias: <float>,
  11943. *
  11944. * wireframe: <boolean>,
  11945. * wireframeLinewidth: <float>
  11946. * }
  11947. */
  11948. function MeshDepthMaterial( parameters ) {
  11949. Material.call( this );
  11950. this.type = 'MeshDepthMaterial';
  11951. this.depthPacking = BasicDepthPacking;
  11952. this.skinning = false;
  11953. this.morphTargets = false;
  11954. this.map = null;
  11955. this.alphaMap = null;
  11956. this.displacementMap = null;
  11957. this.displacementScale = 1;
  11958. this.displacementBias = 0;
  11959. this.wireframe = false;
  11960. this.wireframeLinewidth = 1;
  11961. this.fog = false;
  11962. this.setValues( parameters );
  11963. }
  11964. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11965. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11966. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11967. MeshDepthMaterial.prototype.copy = function ( source ) {
  11968. Material.prototype.copy.call( this, source );
  11969. this.depthPacking = source.depthPacking;
  11970. this.skinning = source.skinning;
  11971. this.morphTargets = source.morphTargets;
  11972. this.map = source.map;
  11973. this.alphaMap = source.alphaMap;
  11974. this.displacementMap = source.displacementMap;
  11975. this.displacementScale = source.displacementScale;
  11976. this.displacementBias = source.displacementBias;
  11977. this.wireframe = source.wireframe;
  11978. this.wireframeLinewidth = source.wireframeLinewidth;
  11979. return this;
  11980. };
  11981. /**
  11982. * @author WestLangley / http://github.com/WestLangley
  11983. *
  11984. * parameters = {
  11985. *
  11986. * referencePosition: <float>,
  11987. * nearDistance: <float>,
  11988. * farDistance: <float>,
  11989. *
  11990. * skinning: <bool>,
  11991. * morphTargets: <bool>,
  11992. *
  11993. * map: new THREE.Texture( <Image> ),
  11994. *
  11995. * alphaMap: new THREE.Texture( <Image> ),
  11996. *
  11997. * displacementMap: new THREE.Texture( <Image> ),
  11998. * displacementScale: <float>,
  11999. * displacementBias: <float>
  12000. *
  12001. * }
  12002. */
  12003. function MeshDistanceMaterial( parameters ) {
  12004. Material.call( this );
  12005. this.type = 'MeshDistanceMaterial';
  12006. this.referencePosition = new Vector3();
  12007. this.nearDistance = 1;
  12008. this.farDistance = 1000;
  12009. this.skinning = false;
  12010. this.morphTargets = false;
  12011. this.map = null;
  12012. this.alphaMap = null;
  12013. this.displacementMap = null;
  12014. this.displacementScale = 1;
  12015. this.displacementBias = 0;
  12016. this.fog = false;
  12017. this.setValues( parameters );
  12018. }
  12019. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12020. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12021. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12022. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12023. Material.prototype.copy.call( this, source );
  12024. this.referencePosition.copy( source.referencePosition );
  12025. this.nearDistance = source.nearDistance;
  12026. this.farDistance = source.farDistance;
  12027. this.skinning = source.skinning;
  12028. this.morphTargets = source.morphTargets;
  12029. this.map = source.map;
  12030. this.alphaMap = source.alphaMap;
  12031. this.displacementMap = source.displacementMap;
  12032. this.displacementScale = source.displacementScale;
  12033. this.displacementBias = source.displacementBias;
  12034. return this;
  12035. };
  12036. 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}";
  12037. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12038. /**
  12039. * @author alteredq / http://alteredqualia.com/
  12040. * @author mrdoob / http://mrdoob.com/
  12041. */
  12042. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12043. var _frustum = new Frustum();
  12044. var _shadowMapSize = new Vector2(),
  12045. _viewportSize = new Vector2(),
  12046. _viewport = new Vector4(),
  12047. _depthMaterials = [],
  12048. _distanceMaterials = [],
  12049. _materialCache = {};
  12050. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12051. var shadowMaterialVertical = new ShaderMaterial( {
  12052. defines: {
  12053. SAMPLE_RATE: 2.0 / 8.0,
  12054. HALF_SAMPLE_RATE: 1.0 / 8.0
  12055. },
  12056. uniforms: {
  12057. shadow_pass: { value: null },
  12058. resolution: { value: new Vector2() },
  12059. radius: { value: 4.0 }
  12060. },
  12061. vertexShader: vsm_vert,
  12062. fragmentShader: vsm_frag
  12063. } );
  12064. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12065. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12066. var fullScreenTri = new BufferGeometry();
  12067. fullScreenTri.setAttribute(
  12068. "position",
  12069. new BufferAttribute(
  12070. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12071. 3
  12072. )
  12073. );
  12074. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12075. var scope = this;
  12076. this.enabled = false;
  12077. this.autoUpdate = true;
  12078. this.needsUpdate = false;
  12079. this.type = PCFShadowMap;
  12080. this.render = function ( lights, scene, camera ) {
  12081. if ( scope.enabled === false ) { return; }
  12082. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12083. if ( lights.length === 0 ) { return; }
  12084. var currentRenderTarget = _renderer.getRenderTarget();
  12085. var activeCubeFace = _renderer.getActiveCubeFace();
  12086. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12087. var _state = _renderer.state;
  12088. // Set GL state for depth map.
  12089. _state.setBlending( NoBlending );
  12090. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12091. _state.buffers.depth.setTest( true );
  12092. _state.setScissorTest( false );
  12093. // render depth map
  12094. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12095. var light = lights[ i ];
  12096. var shadow = light.shadow;
  12097. if ( shadow === undefined ) {
  12098. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12099. continue;
  12100. }
  12101. _shadowMapSize.copy( shadow.mapSize );
  12102. var shadowFrameExtents = shadow.getFrameExtents();
  12103. _shadowMapSize.multiply( shadowFrameExtents );
  12104. _viewportSize.copy( shadow.mapSize );
  12105. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12106. if ( _shadowMapSize.x > maxTextureSize ) {
  12107. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12108. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12109. shadow.mapSize.x = _viewportSize.x;
  12110. }
  12111. if ( _shadowMapSize.y > maxTextureSize ) {
  12112. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12113. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12114. shadow.mapSize.y = _viewportSize.y;
  12115. }
  12116. }
  12117. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12118. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12119. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12120. shadow.map.texture.name = light.name + ".shadowMap";
  12121. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12122. shadow.camera.updateProjectionMatrix();
  12123. }
  12124. if ( shadow.map === null ) {
  12125. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12126. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12127. shadow.map.texture.name = light.name + ".shadowMap";
  12128. shadow.camera.updateProjectionMatrix();
  12129. }
  12130. _renderer.setRenderTarget( shadow.map );
  12131. _renderer.clear();
  12132. var viewportCount = shadow.getViewportCount();
  12133. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12134. var viewport = shadow.getViewport( vp );
  12135. _viewport.set(
  12136. _viewportSize.x * viewport.x,
  12137. _viewportSize.y * viewport.y,
  12138. _viewportSize.x * viewport.z,
  12139. _viewportSize.y * viewport.w
  12140. );
  12141. _state.viewport( _viewport );
  12142. shadow.updateMatrices( light, vp );
  12143. _frustum = shadow.getFrustum();
  12144. renderObject( scene, camera, shadow.camera, light, this.type );
  12145. }
  12146. // do blur pass for VSM
  12147. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12148. VSMPass( shadow, camera );
  12149. }
  12150. }
  12151. scope.needsUpdate = false;
  12152. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12153. };
  12154. function VSMPass( shadow, camera ) {
  12155. var geometry = _objects.update( fullScreenMesh );
  12156. // vertical pass
  12157. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12158. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12159. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12160. _renderer.setRenderTarget( shadow.mapPass );
  12161. _renderer.clear();
  12162. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12163. // horizonal pass
  12164. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12165. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12166. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12167. _renderer.setRenderTarget( shadow.map );
  12168. _renderer.clear();
  12169. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12170. }
  12171. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12172. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12173. var material = _depthMaterials[ index ];
  12174. if ( material === undefined ) {
  12175. material = new MeshDepthMaterial( {
  12176. depthPacking: RGBADepthPacking,
  12177. morphTargets: useMorphing,
  12178. skinning: useSkinning
  12179. } );
  12180. _depthMaterials[ index ] = material;
  12181. }
  12182. return material;
  12183. }
  12184. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12185. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12186. var material = _distanceMaterials[ index ];
  12187. if ( material === undefined ) {
  12188. material = new MeshDistanceMaterial( {
  12189. morphTargets: useMorphing,
  12190. skinning: useSkinning
  12191. } );
  12192. _distanceMaterials[ index ] = material;
  12193. }
  12194. return material;
  12195. }
  12196. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12197. var result = null;
  12198. var getMaterialVariant = getDepthMaterialVariant;
  12199. var customMaterial = object.customDepthMaterial;
  12200. if ( light.isPointLight === true ) {
  12201. getMaterialVariant = getDistanceMaterialVariant;
  12202. customMaterial = object.customDistanceMaterial;
  12203. }
  12204. if ( customMaterial === undefined ) {
  12205. var useMorphing = false;
  12206. if ( material.morphTargets === true ) {
  12207. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12208. }
  12209. var useSkinning = false;
  12210. if ( object.isSkinnedMesh === true ) {
  12211. if ( material.skinning === true ) {
  12212. useSkinning = true;
  12213. } else {
  12214. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12215. }
  12216. }
  12217. var useInstancing = object.isInstancedMesh === true;
  12218. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12219. } else {
  12220. result = customMaterial;
  12221. }
  12222. if ( _renderer.localClippingEnabled &&
  12223. material.clipShadows === true &&
  12224. material.clippingPlanes.length !== 0 ) {
  12225. // in this case we need a unique material instance reflecting the
  12226. // appropriate state
  12227. var keyA = result.uuid, keyB = material.uuid;
  12228. var materialsForVariant = _materialCache[ keyA ];
  12229. if ( materialsForVariant === undefined ) {
  12230. materialsForVariant = {};
  12231. _materialCache[ keyA ] = materialsForVariant;
  12232. }
  12233. var cachedMaterial = materialsForVariant[ keyB ];
  12234. if ( cachedMaterial === undefined ) {
  12235. cachedMaterial = result.clone();
  12236. materialsForVariant[ keyB ] = cachedMaterial;
  12237. }
  12238. result = cachedMaterial;
  12239. }
  12240. result.visible = material.visible;
  12241. result.wireframe = material.wireframe;
  12242. if ( type === VSMShadowMap ) {
  12243. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12244. } else {
  12245. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12246. }
  12247. result.clipShadows = material.clipShadows;
  12248. result.clippingPlanes = material.clippingPlanes;
  12249. result.clipIntersection = material.clipIntersection;
  12250. result.wireframeLinewidth = material.wireframeLinewidth;
  12251. result.linewidth = material.linewidth;
  12252. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12253. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12254. result.nearDistance = shadowCameraNear;
  12255. result.farDistance = shadowCameraFar;
  12256. }
  12257. return result;
  12258. }
  12259. function renderObject( object, camera, shadowCamera, light, type ) {
  12260. if ( object.visible === false ) { return; }
  12261. var visible = object.layers.test( camera.layers );
  12262. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12263. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12264. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12265. var geometry = _objects.update( object );
  12266. var material = object.material;
  12267. if ( Array.isArray( material ) ) {
  12268. var groups = geometry.groups;
  12269. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12270. var group = groups[ k ];
  12271. var groupMaterial = material[ group.materialIndex ];
  12272. if ( groupMaterial && groupMaterial.visible ) {
  12273. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12274. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12275. }
  12276. }
  12277. } else if ( material.visible ) {
  12278. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12279. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12280. }
  12281. }
  12282. }
  12283. var children = object.children;
  12284. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12285. renderObject( children[ i ], camera, shadowCamera, light, type );
  12286. }
  12287. }
  12288. }
  12289. /**
  12290. * @author mrdoob / http://mrdoob.com/
  12291. */
  12292. function WebGLState( gl, extensions, capabilities ) {
  12293. var isWebGL2 = capabilities.isWebGL2;
  12294. function ColorBuffer() {
  12295. var locked = false;
  12296. var color = new Vector4();
  12297. var currentColorMask = null;
  12298. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12299. return {
  12300. setMask: function ( colorMask ) {
  12301. if ( currentColorMask !== colorMask && ! locked ) {
  12302. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12303. currentColorMask = colorMask;
  12304. }
  12305. },
  12306. setLocked: function ( lock ) {
  12307. locked = lock;
  12308. },
  12309. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12310. if ( premultipliedAlpha === true ) {
  12311. r *= a; g *= a; b *= a;
  12312. }
  12313. color.set( r, g, b, a );
  12314. if ( currentColorClear.equals( color ) === false ) {
  12315. gl.clearColor( r, g, b, a );
  12316. currentColorClear.copy( color );
  12317. }
  12318. },
  12319. reset: function () {
  12320. locked = false;
  12321. currentColorMask = null;
  12322. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12323. }
  12324. };
  12325. }
  12326. function DepthBuffer() {
  12327. var locked = false;
  12328. var currentDepthMask = null;
  12329. var currentDepthFunc = null;
  12330. var currentDepthClear = null;
  12331. return {
  12332. setTest: function ( depthTest ) {
  12333. if ( depthTest ) {
  12334. enable( 2929 );
  12335. } else {
  12336. disable( 2929 );
  12337. }
  12338. },
  12339. setMask: function ( depthMask ) {
  12340. if ( currentDepthMask !== depthMask && ! locked ) {
  12341. gl.depthMask( depthMask );
  12342. currentDepthMask = depthMask;
  12343. }
  12344. },
  12345. setFunc: function ( depthFunc ) {
  12346. if ( currentDepthFunc !== depthFunc ) {
  12347. if ( depthFunc ) {
  12348. switch ( depthFunc ) {
  12349. case NeverDepth:
  12350. gl.depthFunc( 512 );
  12351. break;
  12352. case AlwaysDepth:
  12353. gl.depthFunc( 519 );
  12354. break;
  12355. case LessDepth:
  12356. gl.depthFunc( 513 );
  12357. break;
  12358. case LessEqualDepth:
  12359. gl.depthFunc( 515 );
  12360. break;
  12361. case EqualDepth:
  12362. gl.depthFunc( 514 );
  12363. break;
  12364. case GreaterEqualDepth:
  12365. gl.depthFunc( 518 );
  12366. break;
  12367. case GreaterDepth:
  12368. gl.depthFunc( 516 );
  12369. break;
  12370. case NotEqualDepth:
  12371. gl.depthFunc( 517 );
  12372. break;
  12373. default:
  12374. gl.depthFunc( 515 );
  12375. }
  12376. } else {
  12377. gl.depthFunc( 515 );
  12378. }
  12379. currentDepthFunc = depthFunc;
  12380. }
  12381. },
  12382. setLocked: function ( lock ) {
  12383. locked = lock;
  12384. },
  12385. setClear: function ( depth ) {
  12386. if ( currentDepthClear !== depth ) {
  12387. gl.clearDepth( depth );
  12388. currentDepthClear = depth;
  12389. }
  12390. },
  12391. reset: function () {
  12392. locked = false;
  12393. currentDepthMask = null;
  12394. currentDepthFunc = null;
  12395. currentDepthClear = null;
  12396. }
  12397. };
  12398. }
  12399. function StencilBuffer() {
  12400. var locked = false;
  12401. var currentStencilMask = null;
  12402. var currentStencilFunc = null;
  12403. var currentStencilRef = null;
  12404. var currentStencilFuncMask = null;
  12405. var currentStencilFail = null;
  12406. var currentStencilZFail = null;
  12407. var currentStencilZPass = null;
  12408. var currentStencilClear = null;
  12409. return {
  12410. setTest: function ( stencilTest ) {
  12411. if ( ! locked ) {
  12412. if ( stencilTest ) {
  12413. enable( 2960 );
  12414. } else {
  12415. disable( 2960 );
  12416. }
  12417. }
  12418. },
  12419. setMask: function ( stencilMask ) {
  12420. if ( currentStencilMask !== stencilMask && ! locked ) {
  12421. gl.stencilMask( stencilMask );
  12422. currentStencilMask = stencilMask;
  12423. }
  12424. },
  12425. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12426. if ( currentStencilFunc !== stencilFunc ||
  12427. currentStencilRef !== stencilRef ||
  12428. currentStencilFuncMask !== stencilMask ) {
  12429. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12430. currentStencilFunc = stencilFunc;
  12431. currentStencilRef = stencilRef;
  12432. currentStencilFuncMask = stencilMask;
  12433. }
  12434. },
  12435. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12436. if ( currentStencilFail !== stencilFail ||
  12437. currentStencilZFail !== stencilZFail ||
  12438. currentStencilZPass !== stencilZPass ) {
  12439. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12440. currentStencilFail = stencilFail;
  12441. currentStencilZFail = stencilZFail;
  12442. currentStencilZPass = stencilZPass;
  12443. }
  12444. },
  12445. setLocked: function ( lock ) {
  12446. locked = lock;
  12447. },
  12448. setClear: function ( stencil ) {
  12449. if ( currentStencilClear !== stencil ) {
  12450. gl.clearStencil( stencil );
  12451. currentStencilClear = stencil;
  12452. }
  12453. },
  12454. reset: function () {
  12455. locked = false;
  12456. currentStencilMask = null;
  12457. currentStencilFunc = null;
  12458. currentStencilRef = null;
  12459. currentStencilFuncMask = null;
  12460. currentStencilFail = null;
  12461. currentStencilZFail = null;
  12462. currentStencilZPass = null;
  12463. currentStencilClear = null;
  12464. }
  12465. };
  12466. }
  12467. //
  12468. var colorBuffer = new ColorBuffer();
  12469. var depthBuffer = new DepthBuffer();
  12470. var stencilBuffer = new StencilBuffer();
  12471. var maxVertexAttributes = gl.getParameter( 34921 );
  12472. var newAttributes = new Uint8Array( maxVertexAttributes );
  12473. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12474. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12475. var enabledCapabilities = {};
  12476. var currentProgram = null;
  12477. var currentBlendingEnabled = null;
  12478. var currentBlending = null;
  12479. var currentBlendEquation = null;
  12480. var currentBlendSrc = null;
  12481. var currentBlendDst = null;
  12482. var currentBlendEquationAlpha = null;
  12483. var currentBlendSrcAlpha = null;
  12484. var currentBlendDstAlpha = null;
  12485. var currentPremultipledAlpha = false;
  12486. var currentFlipSided = null;
  12487. var currentCullFace = null;
  12488. var currentLineWidth = null;
  12489. var currentPolygonOffsetFactor = null;
  12490. var currentPolygonOffsetUnits = null;
  12491. var maxTextures = gl.getParameter( 35661 );
  12492. var lineWidthAvailable = false;
  12493. var version = 0;
  12494. var glVersion = gl.getParameter( 7938 );
  12495. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12496. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12497. lineWidthAvailable = ( version >= 1.0 );
  12498. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12499. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12500. lineWidthAvailable = ( version >= 2.0 );
  12501. }
  12502. var currentTextureSlot = null;
  12503. var currentBoundTextures = {};
  12504. var currentScissor = new Vector4();
  12505. var currentViewport = new Vector4();
  12506. function createTexture( type, target, count ) {
  12507. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12508. var texture = gl.createTexture();
  12509. gl.bindTexture( type, texture );
  12510. gl.texParameteri( type, 10241, 9728 );
  12511. gl.texParameteri( type, 10240, 9728 );
  12512. for ( var i = 0; i < count; i ++ ) {
  12513. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12514. }
  12515. return texture;
  12516. }
  12517. var emptyTextures = {};
  12518. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12519. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12520. // init
  12521. colorBuffer.setClear( 0, 0, 0, 1 );
  12522. depthBuffer.setClear( 1 );
  12523. stencilBuffer.setClear( 0 );
  12524. enable( 2929 );
  12525. depthBuffer.setFunc( LessEqualDepth );
  12526. setFlipSided( false );
  12527. setCullFace( CullFaceBack );
  12528. enable( 2884 );
  12529. setBlending( NoBlending );
  12530. //
  12531. function initAttributes() {
  12532. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12533. newAttributes[ i ] = 0;
  12534. }
  12535. }
  12536. function enableAttribute( attribute ) {
  12537. enableAttributeAndDivisor( attribute, 0 );
  12538. }
  12539. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12540. newAttributes[ attribute ] = 1;
  12541. if ( enabledAttributes[ attribute ] === 0 ) {
  12542. gl.enableVertexAttribArray( attribute );
  12543. enabledAttributes[ attribute ] = 1;
  12544. }
  12545. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12546. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12547. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12548. attributeDivisors[ attribute ] = meshPerAttribute;
  12549. }
  12550. }
  12551. function disableUnusedAttributes() {
  12552. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12553. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12554. gl.disableVertexAttribArray( i );
  12555. enabledAttributes[ i ] = 0;
  12556. }
  12557. }
  12558. }
  12559. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12560. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12561. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12562. } else {
  12563. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12564. }
  12565. }
  12566. function enable( id ) {
  12567. if ( enabledCapabilities[ id ] !== true ) {
  12568. gl.enable( id );
  12569. enabledCapabilities[ id ] = true;
  12570. }
  12571. }
  12572. function disable( id ) {
  12573. if ( enabledCapabilities[ id ] !== false ) {
  12574. gl.disable( id );
  12575. enabledCapabilities[ id ] = false;
  12576. }
  12577. }
  12578. function useProgram( program ) {
  12579. if ( currentProgram !== program ) {
  12580. gl.useProgram( program );
  12581. currentProgram = program;
  12582. return true;
  12583. }
  12584. return false;
  12585. }
  12586. var equationToGL = {};
  12587. equationToGL[ AddEquation ] = 32774;
  12588. equationToGL[ SubtractEquation ] = 32778;
  12589. equationToGL[ ReverseSubtractEquation ] = 32779;
  12590. if ( isWebGL2 ) {
  12591. equationToGL[ MinEquation ] = 32775;
  12592. equationToGL[ MaxEquation ] = 32776;
  12593. } else {
  12594. var extension = extensions.get( 'EXT_blend_minmax' );
  12595. if ( extension !== null ) {
  12596. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12597. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12598. }
  12599. }
  12600. var factorToGL = {};
  12601. factorToGL[ ZeroFactor ] = 0;
  12602. factorToGL[ OneFactor ] = 1;
  12603. factorToGL[ SrcColorFactor ] = 768;
  12604. factorToGL[ SrcAlphaFactor ] = 770;
  12605. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12606. factorToGL[ DstColorFactor ] = 774;
  12607. factorToGL[ DstAlphaFactor ] = 772;
  12608. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12609. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12610. factorToGL[ OneMinusDstColorFactor ] = 775;
  12611. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12612. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12613. if ( blending === NoBlending ) {
  12614. if ( currentBlendingEnabled ) {
  12615. disable( 3042 );
  12616. currentBlendingEnabled = false;
  12617. }
  12618. return;
  12619. }
  12620. if ( ! currentBlendingEnabled ) {
  12621. enable( 3042 );
  12622. currentBlendingEnabled = true;
  12623. }
  12624. if ( blending !== CustomBlending ) {
  12625. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12626. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12627. gl.blendEquation( 32774 );
  12628. currentBlendEquation = AddEquation;
  12629. currentBlendEquationAlpha = AddEquation;
  12630. }
  12631. if ( premultipliedAlpha ) {
  12632. switch ( blending ) {
  12633. case NormalBlending:
  12634. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12635. break;
  12636. case AdditiveBlending:
  12637. gl.blendFunc( 1, 1 );
  12638. break;
  12639. case SubtractiveBlending:
  12640. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12641. break;
  12642. case MultiplyBlending:
  12643. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12644. break;
  12645. default:
  12646. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12647. break;
  12648. }
  12649. } else {
  12650. switch ( blending ) {
  12651. case NormalBlending:
  12652. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12653. break;
  12654. case AdditiveBlending:
  12655. gl.blendFunc( 770, 1 );
  12656. break;
  12657. case SubtractiveBlending:
  12658. gl.blendFunc( 0, 769 );
  12659. break;
  12660. case MultiplyBlending:
  12661. gl.blendFunc( 0, 768 );
  12662. break;
  12663. default:
  12664. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12665. break;
  12666. }
  12667. }
  12668. currentBlendSrc = null;
  12669. currentBlendDst = null;
  12670. currentBlendSrcAlpha = null;
  12671. currentBlendDstAlpha = null;
  12672. currentBlending = blending;
  12673. currentPremultipledAlpha = premultipliedAlpha;
  12674. }
  12675. return;
  12676. }
  12677. // custom blending
  12678. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12679. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12680. blendDstAlpha = blendDstAlpha || blendDst;
  12681. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12682. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12683. currentBlendEquation = blendEquation;
  12684. currentBlendEquationAlpha = blendEquationAlpha;
  12685. }
  12686. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12687. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12688. currentBlendSrc = blendSrc;
  12689. currentBlendDst = blendDst;
  12690. currentBlendSrcAlpha = blendSrcAlpha;
  12691. currentBlendDstAlpha = blendDstAlpha;
  12692. }
  12693. currentBlending = blending;
  12694. currentPremultipledAlpha = null;
  12695. }
  12696. function setMaterial( material, frontFaceCW ) {
  12697. material.side === DoubleSide
  12698. ? disable( 2884 )
  12699. : enable( 2884 );
  12700. var flipSided = ( material.side === BackSide );
  12701. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12702. setFlipSided( flipSided );
  12703. ( material.blending === NormalBlending && material.transparent === false )
  12704. ? setBlending( NoBlending )
  12705. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12706. depthBuffer.setFunc( material.depthFunc );
  12707. depthBuffer.setTest( material.depthTest );
  12708. depthBuffer.setMask( material.depthWrite );
  12709. colorBuffer.setMask( material.colorWrite );
  12710. var stencilWrite = material.stencilWrite;
  12711. stencilBuffer.setTest( stencilWrite );
  12712. if ( stencilWrite ) {
  12713. stencilBuffer.setMask( material.stencilWriteMask );
  12714. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12715. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12716. }
  12717. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12718. }
  12719. //
  12720. function setFlipSided( flipSided ) {
  12721. if ( currentFlipSided !== flipSided ) {
  12722. if ( flipSided ) {
  12723. gl.frontFace( 2304 );
  12724. } else {
  12725. gl.frontFace( 2305 );
  12726. }
  12727. currentFlipSided = flipSided;
  12728. }
  12729. }
  12730. function setCullFace( cullFace ) {
  12731. if ( cullFace !== CullFaceNone ) {
  12732. enable( 2884 );
  12733. if ( cullFace !== currentCullFace ) {
  12734. if ( cullFace === CullFaceBack ) {
  12735. gl.cullFace( 1029 );
  12736. } else if ( cullFace === CullFaceFront ) {
  12737. gl.cullFace( 1028 );
  12738. } else {
  12739. gl.cullFace( 1032 );
  12740. }
  12741. }
  12742. } else {
  12743. disable( 2884 );
  12744. }
  12745. currentCullFace = cullFace;
  12746. }
  12747. function setLineWidth( width ) {
  12748. if ( width !== currentLineWidth ) {
  12749. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12750. currentLineWidth = width;
  12751. }
  12752. }
  12753. function setPolygonOffset( polygonOffset, factor, units ) {
  12754. if ( polygonOffset ) {
  12755. enable( 32823 );
  12756. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12757. gl.polygonOffset( factor, units );
  12758. currentPolygonOffsetFactor = factor;
  12759. currentPolygonOffsetUnits = units;
  12760. }
  12761. } else {
  12762. disable( 32823 );
  12763. }
  12764. }
  12765. function setScissorTest( scissorTest ) {
  12766. if ( scissorTest ) {
  12767. enable( 3089 );
  12768. } else {
  12769. disable( 3089 );
  12770. }
  12771. }
  12772. // texture
  12773. function activeTexture( webglSlot ) {
  12774. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12775. if ( currentTextureSlot !== webglSlot ) {
  12776. gl.activeTexture( webglSlot );
  12777. currentTextureSlot = webglSlot;
  12778. }
  12779. }
  12780. function bindTexture( webglType, webglTexture ) {
  12781. if ( currentTextureSlot === null ) {
  12782. activeTexture();
  12783. }
  12784. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12785. if ( boundTexture === undefined ) {
  12786. boundTexture = { type: undefined, texture: undefined };
  12787. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12788. }
  12789. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12790. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12791. boundTexture.type = webglType;
  12792. boundTexture.texture = webglTexture;
  12793. }
  12794. }
  12795. function unbindTexture() {
  12796. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12797. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12798. gl.bindTexture( boundTexture.type, null );
  12799. boundTexture.type = undefined;
  12800. boundTexture.texture = undefined;
  12801. }
  12802. }
  12803. function compressedTexImage2D() {
  12804. try {
  12805. gl.compressedTexImage2D.apply( gl, arguments );
  12806. } catch ( error ) {
  12807. console.error( 'THREE.WebGLState:', error );
  12808. }
  12809. }
  12810. function texImage2D() {
  12811. try {
  12812. gl.texImage2D.apply( gl, arguments );
  12813. } catch ( error ) {
  12814. console.error( 'THREE.WebGLState:', error );
  12815. }
  12816. }
  12817. function texImage3D() {
  12818. try {
  12819. gl.texImage3D.apply( gl, arguments );
  12820. } catch ( error ) {
  12821. console.error( 'THREE.WebGLState:', error );
  12822. }
  12823. }
  12824. //
  12825. function scissor( scissor ) {
  12826. if ( currentScissor.equals( scissor ) === false ) {
  12827. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12828. currentScissor.copy( scissor );
  12829. }
  12830. }
  12831. function viewport( viewport ) {
  12832. if ( currentViewport.equals( viewport ) === false ) {
  12833. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12834. currentViewport.copy( viewport );
  12835. }
  12836. }
  12837. //
  12838. function reset() {
  12839. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12840. if ( enabledAttributes[ i ] === 1 ) {
  12841. gl.disableVertexAttribArray( i );
  12842. enabledAttributes[ i ] = 0;
  12843. }
  12844. }
  12845. enabledCapabilities = {};
  12846. currentTextureSlot = null;
  12847. currentBoundTextures = {};
  12848. currentProgram = null;
  12849. currentBlending = null;
  12850. currentFlipSided = null;
  12851. currentCullFace = null;
  12852. colorBuffer.reset();
  12853. depthBuffer.reset();
  12854. stencilBuffer.reset();
  12855. }
  12856. return {
  12857. buffers: {
  12858. color: colorBuffer,
  12859. depth: depthBuffer,
  12860. stencil: stencilBuffer
  12861. },
  12862. initAttributes: initAttributes,
  12863. enableAttribute: enableAttribute,
  12864. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12865. disableUnusedAttributes: disableUnusedAttributes,
  12866. vertexAttribPointer: vertexAttribPointer,
  12867. enable: enable,
  12868. disable: disable,
  12869. useProgram: useProgram,
  12870. setBlending: setBlending,
  12871. setMaterial: setMaterial,
  12872. setFlipSided: setFlipSided,
  12873. setCullFace: setCullFace,
  12874. setLineWidth: setLineWidth,
  12875. setPolygonOffset: setPolygonOffset,
  12876. setScissorTest: setScissorTest,
  12877. activeTexture: activeTexture,
  12878. bindTexture: bindTexture,
  12879. unbindTexture: unbindTexture,
  12880. compressedTexImage2D: compressedTexImage2D,
  12881. texImage2D: texImage2D,
  12882. texImage3D: texImage3D,
  12883. scissor: scissor,
  12884. viewport: viewport,
  12885. reset: reset
  12886. };
  12887. }
  12888. /**
  12889. * @author mrdoob / http://mrdoob.com/
  12890. */
  12891. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12892. var isWebGL2 = capabilities.isWebGL2;
  12893. var maxTextures = capabilities.maxTextures;
  12894. var maxCubemapSize = capabilities.maxCubemapSize;
  12895. var maxTextureSize = capabilities.maxTextureSize;
  12896. var maxSamples = capabilities.maxSamples;
  12897. var _videoTextures = new WeakMap();
  12898. var _canvas;
  12899. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12900. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12901. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12902. var useOffscreenCanvas = false;
  12903. try {
  12904. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12905. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12906. } catch ( err ) {
  12907. // Ignore any errors
  12908. }
  12909. function createCanvas( width, height ) {
  12910. // Use OffscreenCanvas when available. Specially needed in web workers
  12911. return useOffscreenCanvas ?
  12912. new OffscreenCanvas( width, height ) :
  12913. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12914. }
  12915. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12916. var scale = 1;
  12917. // handle case if texture exceeds max size
  12918. if ( image.width > maxSize || image.height > maxSize ) {
  12919. scale = maxSize / Math.max( image.width, image.height );
  12920. }
  12921. // only perform resize if necessary
  12922. if ( scale < 1 || needsPowerOfTwo === true ) {
  12923. // only perform resize for certain image types
  12924. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12925. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12926. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12927. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12928. var width = floor( scale * image.width );
  12929. var height = floor( scale * image.height );
  12930. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12931. // cube textures can't reuse the same canvas
  12932. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12933. canvas.width = width;
  12934. canvas.height = height;
  12935. var context = canvas.getContext( '2d' );
  12936. context.drawImage( image, 0, 0, width, height );
  12937. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12938. return canvas;
  12939. } else {
  12940. if ( 'data' in image ) {
  12941. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12942. }
  12943. return image;
  12944. }
  12945. }
  12946. return image;
  12947. }
  12948. function isPowerOfTwo( image ) {
  12949. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12950. }
  12951. function textureNeedsPowerOfTwo( texture ) {
  12952. if ( isWebGL2 ) { return false; }
  12953. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12954. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12955. }
  12956. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12957. return texture.generateMipmaps && supportsMips &&
  12958. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12959. }
  12960. function generateMipmap( target, texture, width, height ) {
  12961. _gl.generateMipmap( target );
  12962. var textureProperties = properties.get( texture );
  12963. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12964. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12965. }
  12966. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12967. if ( isWebGL2 === false ) { return glFormat; }
  12968. if ( internalFormatName !== null ) {
  12969. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12970. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12971. }
  12972. var internalFormat = glFormat;
  12973. if ( glFormat === 6403 ) {
  12974. if ( glType === 5126 ) { internalFormat = 33326; }
  12975. if ( glType === 5131 ) { internalFormat = 33325; }
  12976. if ( glType === 5121 ) { internalFormat = 33321; }
  12977. }
  12978. if ( glFormat === 6407 ) {
  12979. if ( glType === 5126 ) { internalFormat = 34837; }
  12980. if ( glType === 5131 ) { internalFormat = 34843; }
  12981. if ( glType === 5121 ) { internalFormat = 32849; }
  12982. }
  12983. if ( glFormat === 6408 ) {
  12984. if ( glType === 5126 ) { internalFormat = 34836; }
  12985. if ( glType === 5131 ) { internalFormat = 34842; }
  12986. if ( glType === 5121 ) { internalFormat = 32856; }
  12987. }
  12988. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12989. internalFormat === 34842 || internalFormat === 34836 ) {
  12990. extensions.get( 'EXT_color_buffer_float' );
  12991. }
  12992. return internalFormat;
  12993. }
  12994. // Fallback filters for non-power-of-2 textures
  12995. function filterFallback( f ) {
  12996. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12997. return 9728;
  12998. }
  12999. return 9729;
  13000. }
  13001. //
  13002. function onTextureDispose( event ) {
  13003. var texture = event.target;
  13004. texture.removeEventListener( 'dispose', onTextureDispose );
  13005. deallocateTexture( texture );
  13006. if ( texture.isVideoTexture ) {
  13007. _videoTextures.delete( texture );
  13008. }
  13009. info.memory.textures --;
  13010. }
  13011. function onRenderTargetDispose( event ) {
  13012. var renderTarget = event.target;
  13013. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13014. deallocateRenderTarget( renderTarget );
  13015. info.memory.textures --;
  13016. }
  13017. //
  13018. function deallocateTexture( texture ) {
  13019. var textureProperties = properties.get( texture );
  13020. if ( textureProperties.__webglInit === undefined ) { return; }
  13021. _gl.deleteTexture( textureProperties.__webglTexture );
  13022. properties.remove( texture );
  13023. }
  13024. function deallocateRenderTarget( renderTarget ) {
  13025. var renderTargetProperties = properties.get( renderTarget );
  13026. var textureProperties = properties.get( renderTarget.texture );
  13027. if ( ! renderTarget ) { return; }
  13028. if ( textureProperties.__webglTexture !== undefined ) {
  13029. _gl.deleteTexture( textureProperties.__webglTexture );
  13030. }
  13031. if ( renderTarget.depthTexture ) {
  13032. renderTarget.depthTexture.dispose();
  13033. }
  13034. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13035. for ( var i = 0; i < 6; i ++ ) {
  13036. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13037. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13038. }
  13039. } else {
  13040. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13041. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13042. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13043. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13044. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13045. }
  13046. properties.remove( renderTarget.texture );
  13047. properties.remove( renderTarget );
  13048. }
  13049. //
  13050. var textureUnits = 0;
  13051. function resetTextureUnits() {
  13052. textureUnits = 0;
  13053. }
  13054. function allocateTextureUnit() {
  13055. var textureUnit = textureUnits;
  13056. if ( textureUnit >= maxTextures ) {
  13057. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13058. }
  13059. textureUnits += 1;
  13060. return textureUnit;
  13061. }
  13062. //
  13063. function setTexture2D( texture, slot ) {
  13064. var textureProperties = properties.get( texture );
  13065. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13066. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13067. var image = texture.image;
  13068. if ( image === undefined ) {
  13069. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13070. } else if ( image.complete === false ) {
  13071. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13072. } else {
  13073. uploadTexture( textureProperties, texture, slot );
  13074. return;
  13075. }
  13076. }
  13077. state.activeTexture( 33984 + slot );
  13078. state.bindTexture( 3553, textureProperties.__webglTexture );
  13079. }
  13080. function setTexture2DArray( texture, slot ) {
  13081. var textureProperties = properties.get( texture );
  13082. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13083. uploadTexture( textureProperties, texture, slot );
  13084. return;
  13085. }
  13086. state.activeTexture( 33984 + slot );
  13087. state.bindTexture( 35866, textureProperties.__webglTexture );
  13088. }
  13089. function setTexture3D( texture, slot ) {
  13090. var textureProperties = properties.get( texture );
  13091. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13092. uploadTexture( textureProperties, texture, slot );
  13093. return;
  13094. }
  13095. state.activeTexture( 33984 + slot );
  13096. state.bindTexture( 32879, textureProperties.__webglTexture );
  13097. }
  13098. function setTextureCube( texture, slot ) {
  13099. if ( texture.image.length !== 6 ) { return; }
  13100. var textureProperties = properties.get( texture );
  13101. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13102. initTexture( textureProperties, texture );
  13103. state.activeTexture( 33984 + slot );
  13104. state.bindTexture( 34067, textureProperties.__webglTexture );
  13105. _gl.pixelStorei( 37440, texture.flipY );
  13106. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13107. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13108. var cubeImage = [];
  13109. for ( var i = 0; i < 6; i ++ ) {
  13110. if ( ! isCompressed && ! isDataTexture ) {
  13111. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13112. } else {
  13113. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13114. }
  13115. }
  13116. var image = cubeImage[ 0 ],
  13117. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13118. glFormat = utils.convert( texture.format ),
  13119. glType = utils.convert( texture.type ),
  13120. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13121. setTextureParameters( 34067, texture, supportsMips );
  13122. var mipmaps;
  13123. if ( isCompressed ) {
  13124. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13125. mipmaps = cubeImage[ i$1 ].mipmaps;
  13126. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13127. var mipmap = mipmaps[ j ];
  13128. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13129. if ( glFormat !== null ) {
  13130. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13131. } else {
  13132. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13133. }
  13134. } else {
  13135. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13136. }
  13137. }
  13138. }
  13139. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13140. } else {
  13141. mipmaps = texture.mipmaps;
  13142. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13143. if ( isDataTexture ) {
  13144. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13145. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13146. var mipmap$1 = mipmaps[ j$1 ];
  13147. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13148. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13149. }
  13150. } else {
  13151. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13152. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13153. var mipmap$2 = mipmaps[ j$2 ];
  13154. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13155. }
  13156. }
  13157. }
  13158. textureProperties.__maxMipLevel = mipmaps.length;
  13159. }
  13160. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13161. // We assume images for cube map have the same size.
  13162. generateMipmap( 34067, texture, image.width, image.height );
  13163. }
  13164. textureProperties.__version = texture.version;
  13165. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13166. } else {
  13167. state.activeTexture( 33984 + slot );
  13168. state.bindTexture( 34067, textureProperties.__webglTexture );
  13169. }
  13170. }
  13171. function setTextureCubeDynamic( texture, slot ) {
  13172. state.activeTexture( 33984 + slot );
  13173. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13174. }
  13175. var wrappingToGL = {};
  13176. wrappingToGL[ RepeatWrapping ] = 10497;
  13177. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13178. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13179. var filterToGL = {};
  13180. filterToGL[ NearestFilter ] = 9728;
  13181. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13182. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13183. filterToGL[ LinearFilter ] = 9729;
  13184. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13185. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13186. function setTextureParameters( textureType, texture, supportsMips ) {
  13187. if ( supportsMips ) {
  13188. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13189. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13190. if ( textureType === 32879 || textureType === 35866 ) {
  13191. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13192. }
  13193. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13194. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13195. } else {
  13196. _gl.texParameteri( textureType, 10242, 33071 );
  13197. _gl.texParameteri( textureType, 10243, 33071 );
  13198. if ( textureType === 32879 || textureType === 35866 ) {
  13199. _gl.texParameteri( textureType, 32882, 33071 );
  13200. }
  13201. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13202. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13203. }
  13204. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13205. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13206. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13207. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13208. }
  13209. }
  13210. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13211. if ( extension ) {
  13212. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13213. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13214. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13215. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13216. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13217. }
  13218. }
  13219. }
  13220. function initTexture( textureProperties, texture ) {
  13221. if ( textureProperties.__webglInit === undefined ) {
  13222. textureProperties.__webglInit = true;
  13223. texture.addEventListener( 'dispose', onTextureDispose );
  13224. textureProperties.__webglTexture = _gl.createTexture();
  13225. info.memory.textures ++;
  13226. }
  13227. }
  13228. function uploadTexture( textureProperties, texture, slot ) {
  13229. var textureType = 3553;
  13230. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13231. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13232. initTexture( textureProperties, texture );
  13233. state.activeTexture( 33984 + slot );
  13234. state.bindTexture( textureType, textureProperties.__webglTexture );
  13235. _gl.pixelStorei( 37440, texture.flipY );
  13236. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13237. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13238. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13239. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13240. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13241. glFormat = utils.convert( texture.format );
  13242. var glType = utils.convert( texture.type ),
  13243. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13244. setTextureParameters( textureType, texture, supportsMips );
  13245. var mipmap;
  13246. var mipmaps = texture.mipmaps;
  13247. if ( texture.isDepthTexture ) {
  13248. // populate depth texture with dummy data
  13249. glInternalFormat = 6402;
  13250. if ( isWebGL2 ) {
  13251. if ( texture.type === FloatType ) {
  13252. glInternalFormat = 36012;
  13253. } else if ( texture.type === UnsignedIntType ) {
  13254. glInternalFormat = 33190;
  13255. } else if ( texture.type === UnsignedInt248Type ) {
  13256. glInternalFormat = 35056;
  13257. } else {
  13258. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13259. }
  13260. } else {
  13261. if ( texture.type === FloatType ) {
  13262. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13263. }
  13264. }
  13265. // validation checks for WebGL 1
  13266. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13267. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13268. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13269. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13270. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13271. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13272. texture.type = UnsignedShortType;
  13273. glType = utils.convert( texture.type );
  13274. }
  13275. }
  13276. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13277. // Depth stencil textures need the DEPTH_STENCIL internal format
  13278. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13279. glInternalFormat = 34041;
  13280. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13281. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13282. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13283. if ( texture.type !== UnsignedInt248Type ) {
  13284. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13285. texture.type = UnsignedInt248Type;
  13286. glType = utils.convert( texture.type );
  13287. }
  13288. }
  13289. //
  13290. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13291. } else if ( texture.isDataTexture ) {
  13292. // use manually created mipmaps if available
  13293. // if there are no manual mipmaps
  13294. // set 0 level mipmap and then use GL to generate other mipmap levels
  13295. if ( mipmaps.length > 0 && supportsMips ) {
  13296. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13297. mipmap = mipmaps[ i ];
  13298. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13299. }
  13300. texture.generateMipmaps = false;
  13301. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13302. } else {
  13303. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13304. textureProperties.__maxMipLevel = 0;
  13305. }
  13306. } else if ( texture.isCompressedTexture ) {
  13307. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13308. mipmap = mipmaps[ i$1 ];
  13309. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13310. if ( glFormat !== null ) {
  13311. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13312. } else {
  13313. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13314. }
  13315. } else {
  13316. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13317. }
  13318. }
  13319. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13320. } else if ( texture.isDataTexture2DArray ) {
  13321. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13322. textureProperties.__maxMipLevel = 0;
  13323. } else if ( texture.isDataTexture3D ) {
  13324. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13325. textureProperties.__maxMipLevel = 0;
  13326. } else {
  13327. // regular Texture (image, video, canvas)
  13328. // use manually created mipmaps if available
  13329. // if there are no manual mipmaps
  13330. // set 0 level mipmap and then use GL to generate other mipmap levels
  13331. if ( mipmaps.length > 0 && supportsMips ) {
  13332. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13333. mipmap = mipmaps[ i$2 ];
  13334. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13335. }
  13336. texture.generateMipmaps = false;
  13337. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13338. } else {
  13339. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13340. textureProperties.__maxMipLevel = 0;
  13341. }
  13342. }
  13343. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13344. generateMipmap( textureType, texture, image.width, image.height );
  13345. }
  13346. textureProperties.__version = texture.version;
  13347. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13348. }
  13349. // Render targets
  13350. // Setup storage for target texture and bind it to correct framebuffer
  13351. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13352. var glFormat = utils.convert( renderTarget.texture.format );
  13353. var glType = utils.convert( renderTarget.texture.type );
  13354. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13355. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13356. _gl.bindFramebuffer( 36160, framebuffer );
  13357. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13358. _gl.bindFramebuffer( 36160, null );
  13359. }
  13360. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13361. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13362. _gl.bindRenderbuffer( 36161, renderbuffer );
  13363. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13364. var glInternalFormat = 33189;
  13365. if ( isMultisample ) {
  13366. var depthTexture = renderTarget.depthTexture;
  13367. if ( depthTexture && depthTexture.isDepthTexture ) {
  13368. if ( depthTexture.type === FloatType ) {
  13369. glInternalFormat = 36012;
  13370. } else if ( depthTexture.type === UnsignedIntType ) {
  13371. glInternalFormat = 33190;
  13372. }
  13373. }
  13374. var samples = getRenderTargetSamples( renderTarget );
  13375. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13376. } else {
  13377. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13378. }
  13379. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13380. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13381. if ( isMultisample ) {
  13382. var samples$1 = getRenderTargetSamples( renderTarget );
  13383. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13384. } else {
  13385. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13386. }
  13387. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13388. } else {
  13389. var glFormat = utils.convert( renderTarget.texture.format );
  13390. var glType = utils.convert( renderTarget.texture.type );
  13391. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13392. if ( isMultisample ) {
  13393. var samples$2 = getRenderTargetSamples( renderTarget );
  13394. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13395. } else {
  13396. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13397. }
  13398. }
  13399. _gl.bindRenderbuffer( 36161, null );
  13400. }
  13401. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13402. function setupDepthTexture( framebuffer, renderTarget ) {
  13403. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13404. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13405. _gl.bindFramebuffer( 36160, framebuffer );
  13406. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13407. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13408. }
  13409. // upload an empty depth texture with framebuffer size
  13410. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13411. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13412. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13413. renderTarget.depthTexture.image.width = renderTarget.width;
  13414. renderTarget.depthTexture.image.height = renderTarget.height;
  13415. renderTarget.depthTexture.needsUpdate = true;
  13416. }
  13417. setTexture2D( renderTarget.depthTexture, 0 );
  13418. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13419. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13420. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13421. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13422. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13423. } else {
  13424. throw new Error( 'Unknown depthTexture format' );
  13425. }
  13426. }
  13427. // Setup GL resources for a non-texture depth buffer
  13428. function setupDepthRenderbuffer( renderTarget ) {
  13429. var renderTargetProperties = properties.get( renderTarget );
  13430. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13431. if ( renderTarget.depthTexture ) {
  13432. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13433. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13434. } else {
  13435. if ( isCube ) {
  13436. renderTargetProperties.__webglDepthbuffer = [];
  13437. for ( var i = 0; i < 6; i ++ ) {
  13438. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13439. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13440. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13441. }
  13442. } else {
  13443. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13444. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13445. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13446. }
  13447. }
  13448. _gl.bindFramebuffer( 36160, null );
  13449. }
  13450. // Set up GL resources for the render target
  13451. function setupRenderTarget( renderTarget ) {
  13452. var renderTargetProperties = properties.get( renderTarget );
  13453. var textureProperties = properties.get( renderTarget.texture );
  13454. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13455. textureProperties.__webglTexture = _gl.createTexture();
  13456. info.memory.textures ++;
  13457. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13458. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13459. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13460. // Handles WebGL2 RGBFormat fallback - #18858
  13461. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13462. renderTarget.texture.format = RGBAFormat;
  13463. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13464. }
  13465. // Setup framebuffer
  13466. if ( isCube ) {
  13467. renderTargetProperties.__webglFramebuffer = [];
  13468. for ( var i = 0; i < 6; i ++ ) {
  13469. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13470. }
  13471. } else {
  13472. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13473. if ( isMultisample ) {
  13474. if ( isWebGL2 ) {
  13475. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13476. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13477. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13478. var glFormat = utils.convert( renderTarget.texture.format );
  13479. var glType = utils.convert( renderTarget.texture.type );
  13480. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13481. var samples = getRenderTargetSamples( renderTarget );
  13482. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13483. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13484. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13485. _gl.bindRenderbuffer( 36161, null );
  13486. if ( renderTarget.depthBuffer ) {
  13487. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13488. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13489. }
  13490. _gl.bindFramebuffer( 36160, null );
  13491. } else {
  13492. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13493. }
  13494. }
  13495. }
  13496. // Setup color buffer
  13497. if ( isCube ) {
  13498. state.bindTexture( 34067, textureProperties.__webglTexture );
  13499. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13500. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13501. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13502. }
  13503. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13504. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13505. }
  13506. state.bindTexture( 34067, null );
  13507. } else {
  13508. state.bindTexture( 3553, textureProperties.__webglTexture );
  13509. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13510. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13511. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13512. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13513. }
  13514. state.bindTexture( 3553, null );
  13515. }
  13516. // Setup depth and stencil buffers
  13517. if ( renderTarget.depthBuffer ) {
  13518. setupDepthRenderbuffer( renderTarget );
  13519. }
  13520. }
  13521. function updateRenderTargetMipmap( renderTarget ) {
  13522. var texture = renderTarget.texture;
  13523. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13524. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13525. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13526. var webglTexture = properties.get( texture ).__webglTexture;
  13527. state.bindTexture( target, webglTexture );
  13528. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13529. state.bindTexture( target, null );
  13530. }
  13531. }
  13532. function updateMultisampleRenderTarget( renderTarget ) {
  13533. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13534. if ( isWebGL2 ) {
  13535. var renderTargetProperties = properties.get( renderTarget );
  13536. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13537. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13538. var width = renderTarget.width;
  13539. var height = renderTarget.height;
  13540. var mask = 16384;
  13541. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13542. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13543. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13544. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13545. } else {
  13546. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13547. }
  13548. }
  13549. }
  13550. function getRenderTargetSamples( renderTarget ) {
  13551. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13552. Math.min( maxSamples, renderTarget.samples ) : 0;
  13553. }
  13554. function updateVideoTexture( texture ) {
  13555. var frame = info.render.frame;
  13556. // Check the last frame we updated the VideoTexture
  13557. if ( _videoTextures.get( texture ) !== frame ) {
  13558. _videoTextures.set( texture, frame );
  13559. texture.update();
  13560. }
  13561. }
  13562. // backwards compatibility
  13563. var warnedTexture2D = false;
  13564. var warnedTextureCube = false;
  13565. function safeSetTexture2D( texture, slot ) {
  13566. if ( texture && texture.isWebGLRenderTarget ) {
  13567. if ( warnedTexture2D === false ) {
  13568. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13569. warnedTexture2D = true;
  13570. }
  13571. texture = texture.texture;
  13572. }
  13573. setTexture2D( texture, slot );
  13574. }
  13575. function safeSetTextureCube( texture, slot ) {
  13576. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13577. if ( warnedTextureCube === false ) {
  13578. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13579. warnedTextureCube = true;
  13580. }
  13581. texture = texture.texture;
  13582. }
  13583. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13584. // TODO: unify these code paths
  13585. if ( ( texture && texture.isCubeTexture ) ||
  13586. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13587. // CompressedTexture can have Array in image :/
  13588. // this function alone should take care of cube textures
  13589. setTextureCube( texture, slot );
  13590. } else {
  13591. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13592. setTextureCubeDynamic( texture, slot );
  13593. }
  13594. }
  13595. //
  13596. this.allocateTextureUnit = allocateTextureUnit;
  13597. this.resetTextureUnits = resetTextureUnits;
  13598. this.setTexture2D = setTexture2D;
  13599. this.setTexture2DArray = setTexture2DArray;
  13600. this.setTexture3D = setTexture3D;
  13601. this.setTextureCube = setTextureCube;
  13602. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13603. this.setupRenderTarget = setupRenderTarget;
  13604. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13605. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13606. this.safeSetTexture2D = safeSetTexture2D;
  13607. this.safeSetTextureCube = safeSetTextureCube;
  13608. }
  13609. /**
  13610. * @author thespite / http://www.twitter.com/thespite
  13611. */
  13612. function WebGLUtils( gl, extensions, capabilities ) {
  13613. var isWebGL2 = capabilities.isWebGL2;
  13614. function convert( p ) {
  13615. var extension;
  13616. if ( p === UnsignedByteType ) { return 5121; }
  13617. if ( p === UnsignedShort4444Type ) { return 32819; }
  13618. if ( p === UnsignedShort5551Type ) { return 32820; }
  13619. if ( p === UnsignedShort565Type ) { return 33635; }
  13620. if ( p === ByteType ) { return 5120; }
  13621. if ( p === ShortType ) { return 5122; }
  13622. if ( p === UnsignedShortType ) { return 5123; }
  13623. if ( p === IntType ) { return 5124; }
  13624. if ( p === UnsignedIntType ) { return 5125; }
  13625. if ( p === FloatType ) { return 5126; }
  13626. if ( p === HalfFloatType ) {
  13627. if ( isWebGL2 ) { return 5131; }
  13628. extension = extensions.get( 'OES_texture_half_float' );
  13629. if ( extension !== null ) {
  13630. return extension.HALF_FLOAT_OES;
  13631. } else {
  13632. return null;
  13633. }
  13634. }
  13635. if ( p === AlphaFormat ) { return 6406; }
  13636. if ( p === RGBFormat ) { return 6407; }
  13637. if ( p === RGBAFormat ) { return 6408; }
  13638. if ( p === LuminanceFormat ) { return 6409; }
  13639. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13640. if ( p === DepthFormat ) { return 6402; }
  13641. if ( p === DepthStencilFormat ) { return 34041; }
  13642. if ( p === RedFormat ) { return 6403; }
  13643. // WebGL2 formats.
  13644. if ( p === RedIntegerFormat ) { return 36244; }
  13645. if ( p === RGFormat ) { return 33319; }
  13646. if ( p === RGIntegerFormat ) { return 33320; }
  13647. if ( p === RGBIntegerFormat ) { return 36248; }
  13648. if ( p === RGBAIntegerFormat ) { return 36249; }
  13649. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13650. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13651. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13652. if ( extension !== null ) {
  13653. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13654. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13655. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13656. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13657. } else {
  13658. return null;
  13659. }
  13660. }
  13661. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13662. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13663. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13664. if ( extension !== null ) {
  13665. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13666. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13667. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13668. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13669. } else {
  13670. return null;
  13671. }
  13672. }
  13673. if ( p === RGB_ETC1_Format ) {
  13674. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13675. if ( extension !== null ) {
  13676. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13677. } else {
  13678. return null;
  13679. }
  13680. }
  13681. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13682. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13683. if ( extension !== null ) {
  13684. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13685. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13686. }
  13687. }
  13688. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13689. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13690. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13691. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13692. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13693. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13694. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13695. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13696. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13697. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13698. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13699. if ( extension !== null ) {
  13700. // TODO Complete?
  13701. return p;
  13702. } else {
  13703. return null;
  13704. }
  13705. }
  13706. if ( p === RGBA_BPTC_Format ) {
  13707. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13708. if ( extension !== null ) {
  13709. // TODO Complete?
  13710. return p;
  13711. } else {
  13712. return null;
  13713. }
  13714. }
  13715. if ( p === UnsignedInt248Type ) {
  13716. if ( isWebGL2 ) { return 34042; }
  13717. extension = extensions.get( 'WEBGL_depth_texture' );
  13718. if ( extension !== null ) {
  13719. return extension.UNSIGNED_INT_24_8_WEBGL;
  13720. } else {
  13721. return null;
  13722. }
  13723. }
  13724. }
  13725. return { convert: convert };
  13726. }
  13727. /**
  13728. * @author mrdoob / http://mrdoob.com/
  13729. */
  13730. function ArrayCamera( array ) {
  13731. PerspectiveCamera.call( this );
  13732. this.cameras = array || [];
  13733. }
  13734. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13735. constructor: ArrayCamera,
  13736. isArrayCamera: true
  13737. } );
  13738. /**
  13739. * @author mrdoob / http://mrdoob.com/
  13740. */
  13741. function Group() {
  13742. Object3D.call( this );
  13743. this.type = 'Group';
  13744. }
  13745. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13746. constructor: Group,
  13747. isGroup: true
  13748. } );
  13749. /**
  13750. * @author Mugen87 / https://github.com/Mugen87
  13751. */
  13752. function WebXRController() {
  13753. this._targetRay = null;
  13754. this._grip = null;
  13755. }
  13756. Object.assign( WebXRController.prototype, {
  13757. constructor: WebXRController,
  13758. getTargetRaySpace: function () {
  13759. if ( this._targetRay === null ) {
  13760. this._targetRay = new Group();
  13761. this._targetRay.matrixAutoUpdate = false;
  13762. this._targetRay.visible = false;
  13763. }
  13764. return this._targetRay;
  13765. },
  13766. getGripSpace: function () {
  13767. if ( this._grip === null ) {
  13768. this._grip = new Group();
  13769. this._grip.matrixAutoUpdate = false;
  13770. this._grip.visible = false;
  13771. }
  13772. return this._grip;
  13773. },
  13774. dispatchEvent: function ( event ) {
  13775. if ( this._targetRay !== null ) {
  13776. this._targetRay.dispatchEvent( event );
  13777. }
  13778. if ( this._grip !== null ) {
  13779. this._grip.dispatchEvent( event );
  13780. }
  13781. return this;
  13782. },
  13783. disconnect: function ( inputSource ) {
  13784. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13785. if ( this._targetRay !== null ) {
  13786. this._targetRay.visible = false;
  13787. }
  13788. if ( this._grip !== null ) {
  13789. this._grip.visible = false;
  13790. }
  13791. return this;
  13792. },
  13793. update: function ( inputSource, frame, referenceSpace ) {
  13794. var inputPose = null;
  13795. var gripPose = null;
  13796. var targetRay = this._targetRay;
  13797. var grip = this._grip;
  13798. if ( inputSource ) {
  13799. if ( targetRay !== null ) {
  13800. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13801. if ( inputPose !== null ) {
  13802. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13803. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13804. }
  13805. }
  13806. if ( grip !== null && inputSource.gripSpace ) {
  13807. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13808. if ( gripPose !== null ) {
  13809. grip.matrix.fromArray( gripPose.transform.matrix );
  13810. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13811. }
  13812. }
  13813. }
  13814. if ( targetRay !== null ) {
  13815. targetRay.visible = ( inputPose !== null );
  13816. }
  13817. if ( grip !== null ) {
  13818. grip.visible = ( gripPose !== null );
  13819. }
  13820. return this;
  13821. }
  13822. } );
  13823. /**
  13824. * @author mrdoob / http://mrdoob.com/
  13825. */
  13826. function WebXRManager( renderer, gl ) {
  13827. var scope = this;
  13828. var session = null;
  13829. var framebufferScaleFactor = 1.0;
  13830. var referenceSpace = null;
  13831. var referenceSpaceType = 'local-floor';
  13832. var pose = null;
  13833. var controllers = [];
  13834. var inputSourcesMap = new Map();
  13835. //
  13836. var cameraL = new PerspectiveCamera();
  13837. cameraL.layers.enable( 1 );
  13838. cameraL.viewport = new Vector4();
  13839. var cameraR = new PerspectiveCamera();
  13840. cameraR.layers.enable( 2 );
  13841. cameraR.viewport = new Vector4();
  13842. var cameras = [ cameraL, cameraR ];
  13843. var cameraVR = new ArrayCamera();
  13844. cameraVR.layers.enable( 1 );
  13845. cameraVR.layers.enable( 2 );
  13846. var _currentDepthNear = null;
  13847. var _currentDepthFar = null;
  13848. //
  13849. this.enabled = false;
  13850. this.isPresenting = false;
  13851. this.getController = function ( index ) {
  13852. var controller = controllers[ index ];
  13853. if ( controller === undefined ) {
  13854. controller = new WebXRController();
  13855. controllers[ index ] = controller;
  13856. }
  13857. return controller.getTargetRaySpace();
  13858. };
  13859. this.getControllerGrip = function ( index ) {
  13860. var controller = controllers[ index ];
  13861. if ( controller === undefined ) {
  13862. controller = new WebXRController();
  13863. controllers[ index ] = controller;
  13864. }
  13865. return controller.getGripSpace();
  13866. };
  13867. //
  13868. function onSessionEvent( event ) {
  13869. var controller = inputSourcesMap.get( event.inputSource );
  13870. if ( controller ) {
  13871. controller.dispatchEvent( { type: event.type } );
  13872. }
  13873. }
  13874. function onSessionEnd() {
  13875. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13876. controller.disconnect( inputSource );
  13877. } );
  13878. inputSourcesMap.clear();
  13879. //
  13880. renderer.setFramebuffer( null );
  13881. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13882. animation.stop();
  13883. scope.isPresenting = false;
  13884. scope.dispatchEvent( { type: 'sessionend' } );
  13885. }
  13886. function onRequestReferenceSpace( value ) {
  13887. referenceSpace = value;
  13888. animation.setContext( session );
  13889. animation.start();
  13890. scope.isPresenting = true;
  13891. scope.dispatchEvent( { type: 'sessionstart' } );
  13892. }
  13893. this.setFramebufferScaleFactor = function ( value ) {
  13894. framebufferScaleFactor = value;
  13895. if ( scope.isPresenting === true ) {
  13896. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13897. }
  13898. };
  13899. this.setReferenceSpaceType = function ( value ) {
  13900. referenceSpaceType = value;
  13901. if ( scope.isPresenting === true ) {
  13902. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  13903. }
  13904. };
  13905. this.getReferenceSpace = function () {
  13906. return referenceSpace;
  13907. };
  13908. this.getSession = function () {
  13909. return session;
  13910. };
  13911. this.setSession = function ( value ) {
  13912. session = value;
  13913. if ( session !== null ) {
  13914. session.addEventListener( 'select', onSessionEvent );
  13915. session.addEventListener( 'selectstart', onSessionEvent );
  13916. session.addEventListener( 'selectend', onSessionEvent );
  13917. session.addEventListener( 'squeeze', onSessionEvent );
  13918. session.addEventListener( 'squeezestart', onSessionEvent );
  13919. session.addEventListener( 'squeezeend', onSessionEvent );
  13920. session.addEventListener( 'end', onSessionEnd );
  13921. var attributes = gl.getContextAttributes();
  13922. if ( attributes.xrCompatible !== true ) {
  13923. gl.makeXRCompatible();
  13924. }
  13925. var layerInit = {
  13926. antialias: attributes.antialias,
  13927. alpha: attributes.alpha,
  13928. depth: attributes.depth,
  13929. stencil: attributes.stencil,
  13930. framebufferScaleFactor: framebufferScaleFactor
  13931. };
  13932. // eslint-disable-next-line no-undef
  13933. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13934. session.updateRenderState( { baseLayer: baseLayer } );
  13935. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13936. //
  13937. session.addEventListener( 'inputsourceschange', updateInputSources );
  13938. }
  13939. };
  13940. function updateInputSources( event ) {
  13941. var inputSources = session.inputSources;
  13942. // Assign inputSources to available controllers
  13943. for ( var i = 0; i < controllers.length; i ++ ) {
  13944. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13945. }
  13946. // Notify disconnected
  13947. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  13948. var inputSource = event.removed[ i$1 ];
  13949. var controller = inputSourcesMap.get( inputSource );
  13950. if ( controller ) {
  13951. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13952. inputSourcesMap.delete( inputSource );
  13953. }
  13954. }
  13955. // Notify connected
  13956. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  13957. var inputSource$1 = event.added[ i$2 ];
  13958. var controller$1 = inputSourcesMap.get( inputSource$1 );
  13959. if ( controller$1 ) {
  13960. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  13961. }
  13962. }
  13963. }
  13964. //
  13965. var cameraLPos = new Vector3();
  13966. var cameraRPos = new Vector3();
  13967. /**
  13968. * @author jsantell / https://www.jsantell.com/
  13969. *
  13970. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13971. * the cameras' projection and world matrices have already been set.
  13972. * And that near and far planes are identical for both cameras.
  13973. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13974. */
  13975. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13976. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13977. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13978. var ipd = cameraLPos.distanceTo( cameraRPos );
  13979. var projL = cameraL.projectionMatrix.elements;
  13980. var projR = cameraR.projectionMatrix.elements;
  13981. // VR systems will have identical far and near planes, and
  13982. // most likely identical top and bottom frustum extents.
  13983. // Use the left camera for these values.
  13984. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13985. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13986. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13987. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13988. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13989. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13990. var left = near * leftFov;
  13991. var right = near * rightFov;
  13992. // Calculate the new camera's position offset from the
  13993. // left camera. xOffset should be roughly half `ipd`.
  13994. var zOffset = ipd / ( - leftFov + rightFov );
  13995. var xOffset = zOffset * - leftFov;
  13996. // TODO: Better way to apply this offset?
  13997. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13998. camera.translateX( xOffset );
  13999. camera.translateZ( zOffset );
  14000. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14001. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14002. // Find the union of the frustum values of the cameras and scale
  14003. // the values so that the near plane's position does not change in world space,
  14004. // although must now be relative to the new union camera.
  14005. var near2 = near + zOffset;
  14006. var far2 = far + zOffset;
  14007. var left2 = left - xOffset;
  14008. var right2 = right + ( ipd - xOffset );
  14009. var top2 = topFov * far / far2 * near2;
  14010. var bottom2 = bottomFov * far / far2 * near2;
  14011. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14012. }
  14013. function updateCamera( camera, parent ) {
  14014. if ( parent === null ) {
  14015. camera.matrixWorld.copy( camera.matrix );
  14016. } else {
  14017. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14018. }
  14019. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14020. }
  14021. this.getCamera = function ( camera ) {
  14022. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14023. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14024. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14025. // Note that the new renderState won't apply until the next frame. See #18320
  14026. session.updateRenderState( {
  14027. depthNear: cameraVR.near,
  14028. depthFar: cameraVR.far
  14029. } );
  14030. _currentDepthNear = cameraVR.near;
  14031. _currentDepthFar = cameraVR.far;
  14032. }
  14033. var parent = camera.parent;
  14034. var cameras = cameraVR.cameras;
  14035. updateCamera( cameraVR, parent );
  14036. for ( var i = 0; i < cameras.length; i ++ ) {
  14037. updateCamera( cameras[ i ], parent );
  14038. }
  14039. // update camera and its children
  14040. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14041. var children = camera.children;
  14042. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14043. children[ i$1 ].updateMatrixWorld( true );
  14044. }
  14045. // update projection matrix for proper view frustum culling
  14046. if ( cameras.length === 2 ) {
  14047. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14048. } else {
  14049. // assume single camera setup (AR)
  14050. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14051. }
  14052. return cameraVR;
  14053. };
  14054. // Animation Loop
  14055. var onAnimationFrameCallback = null;
  14056. function onAnimationFrame( time, frame ) {
  14057. pose = frame.getViewerPose( referenceSpace );
  14058. if ( pose !== null ) {
  14059. var views = pose.views;
  14060. var baseLayer = session.renderState.baseLayer;
  14061. renderer.setFramebuffer( baseLayer.framebuffer );
  14062. var cameraVRNeedsUpdate = false;
  14063. // check if it's necessary to rebuild cameraVR's camera list
  14064. if ( views.length !== cameraVR.cameras.length ) {
  14065. cameraVR.cameras.length = 0;
  14066. cameraVRNeedsUpdate = true;
  14067. }
  14068. for ( var i = 0; i < views.length; i ++ ) {
  14069. var view = views[ i ];
  14070. var viewport = baseLayer.getViewport( view );
  14071. var camera = cameras[ i ];
  14072. camera.matrix.fromArray( view.transform.matrix );
  14073. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14074. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14075. if ( i === 0 ) {
  14076. cameraVR.matrix.copy( camera.matrix );
  14077. }
  14078. if ( cameraVRNeedsUpdate === true ) {
  14079. cameraVR.cameras.push( camera );
  14080. }
  14081. }
  14082. }
  14083. //
  14084. var inputSources = session.inputSources;
  14085. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14086. var controller = controllers[ i$1 ];
  14087. var inputSource = inputSources[ i$1 ];
  14088. controller.update( inputSource, frame, referenceSpace );
  14089. }
  14090. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14091. }
  14092. var animation = new WebGLAnimation();
  14093. animation.setAnimationLoop( onAnimationFrame );
  14094. this.setAnimationLoop = function ( callback ) {
  14095. onAnimationFrameCallback = callback;
  14096. };
  14097. this.dispose = function () {};
  14098. }
  14099. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14100. /**
  14101. * @author mrdoob / http://mrdoob.com/
  14102. */
  14103. function WebGLMaterials( properties ) {
  14104. function refreshFogUniforms( uniforms, fog ) {
  14105. uniforms.fogColor.value.copy( fog.color );
  14106. if ( fog.isFog ) {
  14107. uniforms.fogNear.value = fog.near;
  14108. uniforms.fogFar.value = fog.far;
  14109. } else if ( fog.isFogExp2 ) {
  14110. uniforms.fogDensity.value = fog.density;
  14111. }
  14112. }
  14113. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14114. if ( material.isMeshBasicMaterial ) {
  14115. refreshUniformsCommon( uniforms, material );
  14116. } else if ( material.isMeshLambertMaterial ) {
  14117. refreshUniformsCommon( uniforms, material );
  14118. refreshUniformsLambert( uniforms, material );
  14119. } else if ( material.isMeshToonMaterial ) {
  14120. refreshUniformsCommon( uniforms, material );
  14121. refreshUniformsToon( uniforms, material );
  14122. } else if ( material.isMeshPhongMaterial ) {
  14123. refreshUniformsCommon( uniforms, material );
  14124. refreshUniformsPhong( uniforms, material );
  14125. } else if ( material.isMeshStandardMaterial ) {
  14126. refreshUniformsCommon( uniforms, material, environment );
  14127. if ( material.isMeshPhysicalMaterial ) {
  14128. refreshUniformsPhysical( uniforms, material, environment );
  14129. } else {
  14130. refreshUniformsStandard( uniforms, material, environment );
  14131. }
  14132. } else if ( material.isMeshMatcapMaterial ) {
  14133. refreshUniformsCommon( uniforms, material );
  14134. refreshUniformsMatcap( uniforms, material );
  14135. } else if ( material.isMeshDepthMaterial ) {
  14136. refreshUniformsCommon( uniforms, material );
  14137. refreshUniformsDepth( uniforms, material );
  14138. } else if ( material.isMeshDistanceMaterial ) {
  14139. refreshUniformsCommon( uniforms, material );
  14140. refreshUniformsDistance( uniforms, material );
  14141. } else if ( material.isMeshNormalMaterial ) {
  14142. refreshUniformsCommon( uniforms, material );
  14143. refreshUniformsNormal( uniforms, material );
  14144. } else if ( material.isLineBasicMaterial ) {
  14145. refreshUniformsLine( uniforms, material );
  14146. if ( material.isLineDashedMaterial ) {
  14147. refreshUniformsDash( uniforms, material );
  14148. }
  14149. } else if ( material.isPointsMaterial ) {
  14150. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14151. } else if ( material.isSpriteMaterial ) {
  14152. refreshUniformsSprites( uniforms, material );
  14153. } else if ( material.isShadowMaterial ) {
  14154. uniforms.color.value.copy( material.color );
  14155. uniforms.opacity.value = material.opacity;
  14156. } else if ( material.isShaderMaterial ) {
  14157. material.uniformsNeedUpdate = false; // #15581
  14158. }
  14159. }
  14160. function refreshUniformsCommon( uniforms, material, environment ) {
  14161. uniforms.opacity.value = material.opacity;
  14162. if ( material.color ) {
  14163. uniforms.diffuse.value.copy( material.color );
  14164. }
  14165. if ( material.emissive ) {
  14166. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14167. }
  14168. if ( material.map ) {
  14169. uniforms.map.value = material.map;
  14170. }
  14171. if ( material.alphaMap ) {
  14172. uniforms.alphaMap.value = material.alphaMap;
  14173. }
  14174. if ( material.specularMap ) {
  14175. uniforms.specularMap.value = material.specularMap;
  14176. }
  14177. var envMap = material.envMap || environment;
  14178. if ( envMap ) {
  14179. uniforms.envMap.value = envMap;
  14180. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14181. uniforms.reflectivity.value = material.reflectivity;
  14182. uniforms.refractionRatio.value = material.refractionRatio;
  14183. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14184. }
  14185. if ( material.lightMap ) {
  14186. uniforms.lightMap.value = material.lightMap;
  14187. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14188. }
  14189. if ( material.aoMap ) {
  14190. uniforms.aoMap.value = material.aoMap;
  14191. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14192. }
  14193. // uv repeat and offset setting priorities
  14194. // 1. color map
  14195. // 2. specular map
  14196. // 3. normal map
  14197. // 4. bump map
  14198. // 5. alpha map
  14199. // 6. emissive map
  14200. var uvScaleMap;
  14201. if ( material.map ) {
  14202. uvScaleMap = material.map;
  14203. } else if ( material.specularMap ) {
  14204. uvScaleMap = material.specularMap;
  14205. } else if ( material.displacementMap ) {
  14206. uvScaleMap = material.displacementMap;
  14207. } else if ( material.normalMap ) {
  14208. uvScaleMap = material.normalMap;
  14209. } else if ( material.bumpMap ) {
  14210. uvScaleMap = material.bumpMap;
  14211. } else if ( material.roughnessMap ) {
  14212. uvScaleMap = material.roughnessMap;
  14213. } else if ( material.metalnessMap ) {
  14214. uvScaleMap = material.metalnessMap;
  14215. } else if ( material.alphaMap ) {
  14216. uvScaleMap = material.alphaMap;
  14217. } else if ( material.emissiveMap ) {
  14218. uvScaleMap = material.emissiveMap;
  14219. }
  14220. if ( uvScaleMap !== undefined ) {
  14221. // backwards compatibility
  14222. if ( uvScaleMap.isWebGLRenderTarget ) {
  14223. uvScaleMap = uvScaleMap.texture;
  14224. }
  14225. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14226. uvScaleMap.updateMatrix();
  14227. }
  14228. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14229. }
  14230. // uv repeat and offset setting priorities for uv2
  14231. // 1. ao map
  14232. // 2. light map
  14233. var uv2ScaleMap;
  14234. if ( material.aoMap ) {
  14235. uv2ScaleMap = material.aoMap;
  14236. } else if ( material.lightMap ) {
  14237. uv2ScaleMap = material.lightMap;
  14238. }
  14239. if ( uv2ScaleMap !== undefined ) {
  14240. // backwards compatibility
  14241. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14242. uv2ScaleMap = uv2ScaleMap.texture;
  14243. }
  14244. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14245. uv2ScaleMap.updateMatrix();
  14246. }
  14247. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14248. }
  14249. }
  14250. function refreshUniformsLine( uniforms, material ) {
  14251. uniforms.diffuse.value.copy( material.color );
  14252. uniforms.opacity.value = material.opacity;
  14253. }
  14254. function refreshUniformsDash( uniforms, material ) {
  14255. uniforms.dashSize.value = material.dashSize;
  14256. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14257. uniforms.scale.value = material.scale;
  14258. }
  14259. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14260. uniforms.diffuse.value.copy( material.color );
  14261. uniforms.opacity.value = material.opacity;
  14262. uniforms.size.value = material.size * pixelRatio;
  14263. uniforms.scale.value = height * 0.5;
  14264. if ( material.map ) {
  14265. uniforms.map.value = material.map;
  14266. }
  14267. if ( material.alphaMap ) {
  14268. uniforms.alphaMap.value = material.alphaMap;
  14269. }
  14270. // uv repeat and offset setting priorities
  14271. // 1. color map
  14272. // 2. alpha map
  14273. var uvScaleMap;
  14274. if ( material.map ) {
  14275. uvScaleMap = material.map;
  14276. } else if ( material.alphaMap ) {
  14277. uvScaleMap = material.alphaMap;
  14278. }
  14279. if ( uvScaleMap !== undefined ) {
  14280. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14281. uvScaleMap.updateMatrix();
  14282. }
  14283. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14284. }
  14285. }
  14286. function refreshUniformsSprites( uniforms, material ) {
  14287. uniforms.diffuse.value.copy( material.color );
  14288. uniforms.opacity.value = material.opacity;
  14289. uniforms.rotation.value = material.rotation;
  14290. if ( material.map ) {
  14291. uniforms.map.value = material.map;
  14292. }
  14293. if ( material.alphaMap ) {
  14294. uniforms.alphaMap.value = material.alphaMap;
  14295. }
  14296. // uv repeat and offset setting priorities
  14297. // 1. color map
  14298. // 2. alpha map
  14299. var uvScaleMap;
  14300. if ( material.map ) {
  14301. uvScaleMap = material.map;
  14302. } else if ( material.alphaMap ) {
  14303. uvScaleMap = material.alphaMap;
  14304. }
  14305. if ( uvScaleMap !== undefined ) {
  14306. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14307. uvScaleMap.updateMatrix();
  14308. }
  14309. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14310. }
  14311. }
  14312. function refreshUniformsLambert( uniforms, material ) {
  14313. if ( material.emissiveMap ) {
  14314. uniforms.emissiveMap.value = material.emissiveMap;
  14315. }
  14316. }
  14317. function refreshUniformsPhong( uniforms, material ) {
  14318. uniforms.specular.value.copy( material.specular );
  14319. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14320. if ( material.emissiveMap ) {
  14321. uniforms.emissiveMap.value = material.emissiveMap;
  14322. }
  14323. if ( material.bumpMap ) {
  14324. uniforms.bumpMap.value = material.bumpMap;
  14325. uniforms.bumpScale.value = material.bumpScale;
  14326. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14327. }
  14328. if ( material.normalMap ) {
  14329. uniforms.normalMap.value = material.normalMap;
  14330. uniforms.normalScale.value.copy( material.normalScale );
  14331. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14332. }
  14333. if ( material.displacementMap ) {
  14334. uniforms.displacementMap.value = material.displacementMap;
  14335. uniforms.displacementScale.value = material.displacementScale;
  14336. uniforms.displacementBias.value = material.displacementBias;
  14337. }
  14338. }
  14339. function refreshUniformsToon( uniforms, material ) {
  14340. uniforms.specular.value.copy( material.specular );
  14341. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14342. if ( material.gradientMap ) {
  14343. uniforms.gradientMap.value = material.gradientMap;
  14344. }
  14345. if ( material.emissiveMap ) {
  14346. uniforms.emissiveMap.value = material.emissiveMap;
  14347. }
  14348. if ( material.bumpMap ) {
  14349. uniforms.bumpMap.value = material.bumpMap;
  14350. uniforms.bumpScale.value = material.bumpScale;
  14351. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14352. }
  14353. if ( material.normalMap ) {
  14354. uniforms.normalMap.value = material.normalMap;
  14355. uniforms.normalScale.value.copy( material.normalScale );
  14356. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14357. }
  14358. if ( material.displacementMap ) {
  14359. uniforms.displacementMap.value = material.displacementMap;
  14360. uniforms.displacementScale.value = material.displacementScale;
  14361. uniforms.displacementBias.value = material.displacementBias;
  14362. }
  14363. }
  14364. function refreshUniformsStandard( uniforms, material, environment ) {
  14365. uniforms.roughness.value = material.roughness;
  14366. uniforms.metalness.value = material.metalness;
  14367. if ( material.roughnessMap ) {
  14368. uniforms.roughnessMap.value = material.roughnessMap;
  14369. }
  14370. if ( material.metalnessMap ) {
  14371. uniforms.metalnessMap.value = material.metalnessMap;
  14372. }
  14373. if ( material.emissiveMap ) {
  14374. uniforms.emissiveMap.value = material.emissiveMap;
  14375. }
  14376. if ( material.bumpMap ) {
  14377. uniforms.bumpMap.value = material.bumpMap;
  14378. uniforms.bumpScale.value = material.bumpScale;
  14379. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14380. }
  14381. if ( material.normalMap ) {
  14382. uniforms.normalMap.value = material.normalMap;
  14383. uniforms.normalScale.value.copy( material.normalScale );
  14384. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14385. }
  14386. if ( material.displacementMap ) {
  14387. uniforms.displacementMap.value = material.displacementMap;
  14388. uniforms.displacementScale.value = material.displacementScale;
  14389. uniforms.displacementBias.value = material.displacementBias;
  14390. }
  14391. if ( material.envMap || environment ) {
  14392. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14393. uniforms.envMapIntensity.value = material.envMapIntensity;
  14394. }
  14395. }
  14396. function refreshUniformsPhysical( uniforms, material, environment ) {
  14397. refreshUniformsStandard( uniforms, material, environment );
  14398. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14399. uniforms.clearcoat.value = material.clearcoat;
  14400. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14401. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14402. if ( material.clearcoatMap ) {
  14403. uniforms.clearcoatMap.value = material.clearcoatMap;
  14404. }
  14405. if ( material.clearcoatRoughnessMap ) {
  14406. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14407. }
  14408. if ( material.clearcoatNormalMap ) {
  14409. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14410. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14411. if ( material.side === BackSide ) {
  14412. uniforms.clearcoatNormalScale.value.negate();
  14413. }
  14414. }
  14415. uniforms.transparency.value = material.transparency;
  14416. }
  14417. function refreshUniformsMatcap( uniforms, material ) {
  14418. if ( material.matcap ) {
  14419. uniforms.matcap.value = material.matcap;
  14420. }
  14421. if ( material.bumpMap ) {
  14422. uniforms.bumpMap.value = material.bumpMap;
  14423. uniforms.bumpScale.value = material.bumpScale;
  14424. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14425. }
  14426. if ( material.normalMap ) {
  14427. uniforms.normalMap.value = material.normalMap;
  14428. uniforms.normalScale.value.copy( material.normalScale );
  14429. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14430. }
  14431. if ( material.displacementMap ) {
  14432. uniforms.displacementMap.value = material.displacementMap;
  14433. uniforms.displacementScale.value = material.displacementScale;
  14434. uniforms.displacementBias.value = material.displacementBias;
  14435. }
  14436. }
  14437. function refreshUniformsDepth( uniforms, material ) {
  14438. if ( material.displacementMap ) {
  14439. uniforms.displacementMap.value = material.displacementMap;
  14440. uniforms.displacementScale.value = material.displacementScale;
  14441. uniforms.displacementBias.value = material.displacementBias;
  14442. }
  14443. }
  14444. function refreshUniformsDistance( uniforms, material ) {
  14445. if ( material.displacementMap ) {
  14446. uniforms.displacementMap.value = material.displacementMap;
  14447. uniforms.displacementScale.value = material.displacementScale;
  14448. uniforms.displacementBias.value = material.displacementBias;
  14449. }
  14450. uniforms.referencePosition.value.copy( material.referencePosition );
  14451. uniforms.nearDistance.value = material.nearDistance;
  14452. uniforms.farDistance.value = material.farDistance;
  14453. }
  14454. function refreshUniformsNormal( uniforms, material ) {
  14455. if ( material.bumpMap ) {
  14456. uniforms.bumpMap.value = material.bumpMap;
  14457. uniforms.bumpScale.value = material.bumpScale;
  14458. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14459. }
  14460. if ( material.normalMap ) {
  14461. uniforms.normalMap.value = material.normalMap;
  14462. uniforms.normalScale.value.copy( material.normalScale );
  14463. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14464. }
  14465. if ( material.displacementMap ) {
  14466. uniforms.displacementMap.value = material.displacementMap;
  14467. uniforms.displacementScale.value = material.displacementScale;
  14468. uniforms.displacementBias.value = material.displacementBias;
  14469. }
  14470. }
  14471. return {
  14472. refreshFogUniforms: refreshFogUniforms,
  14473. refreshMaterialUniforms: refreshMaterialUniforms
  14474. };
  14475. }
  14476. /**
  14477. * @author supereggbert / http://www.paulbrunt.co.uk/
  14478. * @author mrdoob / http://mrdoob.com/
  14479. * @author alteredq / http://alteredqualia.com/
  14480. * @author szimek / https://github.com/szimek/
  14481. * @author tschw
  14482. */
  14483. function WebGLRenderer( parameters ) {
  14484. parameters = parameters || {};
  14485. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14486. _context = parameters.context !== undefined ? parameters.context : null,
  14487. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14488. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14489. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14490. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14491. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14492. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14493. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14494. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14495. var currentRenderList = null;
  14496. var currentRenderState = null;
  14497. // public properties
  14498. this.domElement = _canvas;
  14499. // Debug configuration container
  14500. this.debug = {
  14501. /**
  14502. * Enables error checking and reporting when shader programs are being compiled
  14503. * @type {boolean}
  14504. */
  14505. checkShaderErrors: true
  14506. };
  14507. // clearing
  14508. this.autoClear = true;
  14509. this.autoClearColor = true;
  14510. this.autoClearDepth = true;
  14511. this.autoClearStencil = true;
  14512. // scene graph
  14513. this.sortObjects = true;
  14514. // user-defined clipping
  14515. this.clippingPlanes = [];
  14516. this.localClippingEnabled = false;
  14517. // physically based shading
  14518. this.gammaFactor = 2.0; // for backwards compatibility
  14519. this.outputEncoding = LinearEncoding;
  14520. // physical lights
  14521. this.physicallyCorrectLights = false;
  14522. // tone mapping
  14523. this.toneMapping = NoToneMapping;
  14524. this.toneMappingExposure = 1.0;
  14525. this.toneMappingWhitePoint = 1.0;
  14526. // morphs
  14527. this.maxMorphTargets = 8;
  14528. this.maxMorphNormals = 4;
  14529. // internal properties
  14530. var _this = this,
  14531. _isContextLost = false,
  14532. // internal state cache
  14533. _framebuffer = null,
  14534. _currentActiveCubeFace = 0,
  14535. _currentActiveMipmapLevel = 0,
  14536. _currentRenderTarget = null,
  14537. _currentFramebuffer = null,
  14538. _currentMaterialId = - 1,
  14539. // geometry and program caching
  14540. _currentGeometryProgram = {
  14541. geometry: null,
  14542. program: null,
  14543. wireframe: false
  14544. },
  14545. _currentCamera = null,
  14546. _currentArrayCamera = null,
  14547. _currentViewport = new Vector4(),
  14548. _currentScissor = new Vector4(),
  14549. _currentScissorTest = null,
  14550. //
  14551. _width = _canvas.width,
  14552. _height = _canvas.height,
  14553. _pixelRatio = 1,
  14554. _opaqueSort = null,
  14555. _transparentSort = null,
  14556. _viewport = new Vector4( 0, 0, _width, _height ),
  14557. _scissor = new Vector4( 0, 0, _width, _height ),
  14558. _scissorTest = false,
  14559. // frustum
  14560. _frustum = new Frustum(),
  14561. // clipping
  14562. _clipping = new WebGLClipping(),
  14563. _clippingEnabled = false,
  14564. _localClippingEnabled = false,
  14565. // camera matrices cache
  14566. _projScreenMatrix = new Matrix4(),
  14567. _vector3 = new Vector3();
  14568. function getTargetPixelRatio() {
  14569. return _currentRenderTarget === null ? _pixelRatio : 1;
  14570. }
  14571. // initialize
  14572. var _gl;
  14573. try {
  14574. var contextAttributes = {
  14575. alpha: _alpha,
  14576. depth: _depth,
  14577. stencil: _stencil,
  14578. antialias: _antialias,
  14579. premultipliedAlpha: _premultipliedAlpha,
  14580. preserveDrawingBuffer: _preserveDrawingBuffer,
  14581. powerPreference: _powerPreference,
  14582. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14583. };
  14584. // event listeners must be registered before WebGL context is created, see #12753
  14585. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14586. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14587. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14588. if ( _gl === null ) {
  14589. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14590. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14591. } else {
  14592. throw new Error( 'Error creating WebGL context.' );
  14593. }
  14594. }
  14595. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14596. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14597. _gl.getShaderPrecisionFormat = function () {
  14598. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14599. };
  14600. }
  14601. } catch ( error ) {
  14602. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14603. throw error;
  14604. }
  14605. var extensions, capabilities, state, info;
  14606. var properties, textures, attributes, geometries, objects;
  14607. var programCache, materials, renderLists, renderStates;
  14608. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14609. var utils;
  14610. function initGLContext() {
  14611. extensions = new WebGLExtensions( _gl );
  14612. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14613. if ( capabilities.isWebGL2 === false ) {
  14614. extensions.get( 'WEBGL_depth_texture' );
  14615. extensions.get( 'OES_texture_float' );
  14616. extensions.get( 'OES_texture_half_float' );
  14617. extensions.get( 'OES_texture_half_float_linear' );
  14618. extensions.get( 'OES_standard_derivatives' );
  14619. extensions.get( 'OES_element_index_uint' );
  14620. extensions.get( 'ANGLE_instanced_arrays' );
  14621. }
  14622. extensions.get( 'OES_texture_float_linear' );
  14623. utils = new WebGLUtils( _gl, extensions, capabilities );
  14624. state = new WebGLState( _gl, extensions, capabilities );
  14625. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14626. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14627. info = new WebGLInfo( _gl );
  14628. properties = new WebGLProperties();
  14629. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14630. attributes = new WebGLAttributes( _gl, capabilities );
  14631. geometries = new WebGLGeometries( _gl, attributes, info );
  14632. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14633. morphtargets = new WebGLMorphtargets( _gl );
  14634. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14635. materials = new WebGLMaterials( properties );
  14636. renderLists = new WebGLRenderLists();
  14637. renderStates = new WebGLRenderStates();
  14638. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14639. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14640. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14641. info.programs = programCache.programs;
  14642. _this.capabilities = capabilities;
  14643. _this.extensions = extensions;
  14644. _this.properties = properties;
  14645. _this.renderLists = renderLists;
  14646. _this.state = state;
  14647. _this.info = info;
  14648. }
  14649. initGLContext();
  14650. // xr
  14651. var xr = new WebXRManager( _this, _gl );
  14652. this.xr = xr;
  14653. // shadow map
  14654. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14655. this.shadowMap = shadowMap;
  14656. // API
  14657. this.getContext = function () {
  14658. return _gl;
  14659. };
  14660. this.getContextAttributes = function () {
  14661. return _gl.getContextAttributes();
  14662. };
  14663. this.forceContextLoss = function () {
  14664. var extension = extensions.get( 'WEBGL_lose_context' );
  14665. if ( extension ) { extension.loseContext(); }
  14666. };
  14667. this.forceContextRestore = function () {
  14668. var extension = extensions.get( 'WEBGL_lose_context' );
  14669. if ( extension ) { extension.restoreContext(); }
  14670. };
  14671. this.getPixelRatio = function () {
  14672. return _pixelRatio;
  14673. };
  14674. this.setPixelRatio = function ( value ) {
  14675. if ( value === undefined ) { return; }
  14676. _pixelRatio = value;
  14677. this.setSize( _width, _height, false );
  14678. };
  14679. this.getSize = function ( target ) {
  14680. if ( target === undefined ) {
  14681. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14682. target = new Vector2();
  14683. }
  14684. return target.set( _width, _height );
  14685. };
  14686. this.setSize = function ( width, height, updateStyle ) {
  14687. if ( xr.isPresenting ) {
  14688. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14689. return;
  14690. }
  14691. _width = width;
  14692. _height = height;
  14693. _canvas.width = Math.floor( width * _pixelRatio );
  14694. _canvas.height = Math.floor( height * _pixelRatio );
  14695. if ( updateStyle !== false ) {
  14696. _canvas.style.width = width + 'px';
  14697. _canvas.style.height = height + 'px';
  14698. }
  14699. this.setViewport( 0, 0, width, height );
  14700. };
  14701. this.getDrawingBufferSize = function ( target ) {
  14702. if ( target === undefined ) {
  14703. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14704. target = new Vector2();
  14705. }
  14706. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14707. };
  14708. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14709. _width = width;
  14710. _height = height;
  14711. _pixelRatio = pixelRatio;
  14712. _canvas.width = Math.floor( width * pixelRatio );
  14713. _canvas.height = Math.floor( height * pixelRatio );
  14714. this.setViewport( 0, 0, width, height );
  14715. };
  14716. this.getCurrentViewport = function ( target ) {
  14717. if ( target === undefined ) {
  14718. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14719. target = new Vector4();
  14720. }
  14721. return target.copy( _currentViewport );
  14722. };
  14723. this.getViewport = function ( target ) {
  14724. return target.copy( _viewport );
  14725. };
  14726. this.setViewport = function ( x, y, width, height ) {
  14727. if ( x.isVector4 ) {
  14728. _viewport.set( x.x, x.y, x.z, x.w );
  14729. } else {
  14730. _viewport.set( x, y, width, height );
  14731. }
  14732. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14733. };
  14734. this.getScissor = function ( target ) {
  14735. return target.copy( _scissor );
  14736. };
  14737. this.setScissor = function ( x, y, width, height ) {
  14738. if ( x.isVector4 ) {
  14739. _scissor.set( x.x, x.y, x.z, x.w );
  14740. } else {
  14741. _scissor.set( x, y, width, height );
  14742. }
  14743. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14744. };
  14745. this.getScissorTest = function () {
  14746. return _scissorTest;
  14747. };
  14748. this.setScissorTest = function ( boolean ) {
  14749. state.setScissorTest( _scissorTest = boolean );
  14750. };
  14751. this.setOpaqueSort = function ( method ) {
  14752. _opaqueSort = method;
  14753. };
  14754. this.setTransparentSort = function ( method ) {
  14755. _transparentSort = method;
  14756. };
  14757. // Clearing
  14758. this.getClearColor = function () {
  14759. return background.getClearColor();
  14760. };
  14761. this.setClearColor = function () {
  14762. background.setClearColor.apply( background, arguments );
  14763. };
  14764. this.getClearAlpha = function () {
  14765. return background.getClearAlpha();
  14766. };
  14767. this.setClearAlpha = function () {
  14768. background.setClearAlpha.apply( background, arguments );
  14769. };
  14770. this.clear = function ( color, depth, stencil ) {
  14771. var bits = 0;
  14772. if ( color === undefined || color ) { bits |= 16384; }
  14773. if ( depth === undefined || depth ) { bits |= 256; }
  14774. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14775. _gl.clear( bits );
  14776. };
  14777. this.clearColor = function () {
  14778. this.clear( true, false, false );
  14779. };
  14780. this.clearDepth = function () {
  14781. this.clear( false, true, false );
  14782. };
  14783. this.clearStencil = function () {
  14784. this.clear( false, false, true );
  14785. };
  14786. //
  14787. this.dispose = function () {
  14788. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14789. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14790. renderLists.dispose();
  14791. renderStates.dispose();
  14792. properties.dispose();
  14793. objects.dispose();
  14794. xr.dispose();
  14795. animation.stop();
  14796. };
  14797. // Events
  14798. function onContextLost( event ) {
  14799. event.preventDefault();
  14800. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14801. _isContextLost = true;
  14802. }
  14803. function onContextRestore( /* event */ ) {
  14804. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14805. _isContextLost = false;
  14806. initGLContext();
  14807. }
  14808. function onMaterialDispose( event ) {
  14809. var material = event.target;
  14810. material.removeEventListener( 'dispose', onMaterialDispose );
  14811. deallocateMaterial( material );
  14812. }
  14813. // Buffer deallocation
  14814. function deallocateMaterial( material ) {
  14815. releaseMaterialProgramReference( material );
  14816. properties.remove( material );
  14817. }
  14818. function releaseMaterialProgramReference( material ) {
  14819. var programInfo = properties.get( material ).program;
  14820. material.program = undefined;
  14821. if ( programInfo !== undefined ) {
  14822. programCache.releaseProgram( programInfo );
  14823. }
  14824. }
  14825. // Buffer rendering
  14826. function renderObjectImmediate( object, program ) {
  14827. object.render( function ( object ) {
  14828. _this.renderBufferImmediate( object, program );
  14829. } );
  14830. }
  14831. this.renderBufferImmediate = function ( object, program ) {
  14832. state.initAttributes();
  14833. var buffers = properties.get( object );
  14834. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14835. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14836. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14837. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14838. var programAttributes = program.getAttributes();
  14839. if ( object.hasPositions ) {
  14840. _gl.bindBuffer( 34962, buffers.position );
  14841. _gl.bufferData( 34962, object.positionArray, 35048 );
  14842. state.enableAttribute( programAttributes.position );
  14843. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14844. }
  14845. if ( object.hasNormals ) {
  14846. _gl.bindBuffer( 34962, buffers.normal );
  14847. _gl.bufferData( 34962, object.normalArray, 35048 );
  14848. state.enableAttribute( programAttributes.normal );
  14849. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14850. }
  14851. if ( object.hasUvs ) {
  14852. _gl.bindBuffer( 34962, buffers.uv );
  14853. _gl.bufferData( 34962, object.uvArray, 35048 );
  14854. state.enableAttribute( programAttributes.uv );
  14855. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14856. }
  14857. if ( object.hasColors ) {
  14858. _gl.bindBuffer( 34962, buffers.color );
  14859. _gl.bufferData( 34962, object.colorArray, 35048 );
  14860. state.enableAttribute( programAttributes.color );
  14861. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14862. }
  14863. state.disableUnusedAttributes();
  14864. _gl.drawArrays( 4, 0, object.count );
  14865. object.count = 0;
  14866. };
  14867. var tempScene = new Scene();
  14868. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14869. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14870. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14871. var program = setProgram( camera, scene, material, object );
  14872. state.setMaterial( material, frontFaceCW );
  14873. var updateBuffers = false;
  14874. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14875. _currentGeometryProgram.program !== program.id ||
  14876. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14877. _currentGeometryProgram.geometry = geometry.id;
  14878. _currentGeometryProgram.program = program.id;
  14879. _currentGeometryProgram.wireframe = material.wireframe === true;
  14880. updateBuffers = true;
  14881. }
  14882. if ( material.morphTargets || material.morphNormals ) {
  14883. morphtargets.update( object, geometry, material, program );
  14884. updateBuffers = true;
  14885. }
  14886. if ( object.isInstancedMesh === true ) {
  14887. updateBuffers = true;
  14888. }
  14889. //
  14890. var index = geometry.index;
  14891. var position = geometry.attributes.position;
  14892. //
  14893. if ( index === null ) {
  14894. if ( position === undefined || position.count === 0 ) { return; }
  14895. } else if ( index.count === 0 ) {
  14896. return;
  14897. }
  14898. //
  14899. var rangeFactor = 1;
  14900. if ( material.wireframe === true ) {
  14901. index = geometries.getWireframeAttribute( geometry );
  14902. rangeFactor = 2;
  14903. }
  14904. var attribute;
  14905. var renderer = bufferRenderer;
  14906. if ( index !== null ) {
  14907. attribute = attributes.get( index );
  14908. renderer = indexedBufferRenderer;
  14909. renderer.setIndex( attribute );
  14910. }
  14911. if ( updateBuffers ) {
  14912. setupVertexAttributes( object, geometry, material, program );
  14913. if ( index !== null ) {
  14914. _gl.bindBuffer( 34963, attribute.buffer );
  14915. }
  14916. }
  14917. //
  14918. var dataCount = ( index !== null ) ? index.count : position.count;
  14919. var rangeStart = geometry.drawRange.start * rangeFactor;
  14920. var rangeCount = geometry.drawRange.count * rangeFactor;
  14921. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14922. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14923. var drawStart = Math.max( rangeStart, groupStart );
  14924. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14925. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14926. if ( drawCount === 0 ) { return; }
  14927. //
  14928. if ( object.isMesh ) {
  14929. if ( material.wireframe === true ) {
  14930. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14931. renderer.setMode( 1 );
  14932. } else {
  14933. renderer.setMode( 4 );
  14934. }
  14935. } else if ( object.isLine ) {
  14936. var lineWidth = material.linewidth;
  14937. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14938. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14939. if ( object.isLineSegments ) {
  14940. renderer.setMode( 1 );
  14941. } else if ( object.isLineLoop ) {
  14942. renderer.setMode( 2 );
  14943. } else {
  14944. renderer.setMode( 3 );
  14945. }
  14946. } else if ( object.isPoints ) {
  14947. renderer.setMode( 0 );
  14948. } else if ( object.isSprite ) {
  14949. renderer.setMode( 4 );
  14950. }
  14951. if ( object.isInstancedMesh ) {
  14952. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14953. } else if ( geometry.isInstancedBufferGeometry ) {
  14954. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  14955. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  14956. } else {
  14957. renderer.render( drawStart, drawCount );
  14958. }
  14959. };
  14960. function setupVertexAttributes( object, geometry, material, program ) {
  14961. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14962. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14963. }
  14964. state.initAttributes();
  14965. var geometryAttributes = geometry.attributes;
  14966. var programAttributes = program.getAttributes();
  14967. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14968. for ( var name in programAttributes ) {
  14969. var programAttribute = programAttributes[ name ];
  14970. if ( programAttribute >= 0 ) {
  14971. var geometryAttribute = geometryAttributes[ name ];
  14972. if ( geometryAttribute !== undefined ) {
  14973. var normalized = geometryAttribute.normalized;
  14974. var size = geometryAttribute.itemSize;
  14975. var attribute = attributes.get( geometryAttribute );
  14976. // TODO Attribute may not be available on context restore
  14977. if ( attribute === undefined ) { continue; }
  14978. var buffer = attribute.buffer;
  14979. var type = attribute.type;
  14980. var bytesPerElement = attribute.bytesPerElement;
  14981. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14982. var data = geometryAttribute.data;
  14983. var stride = data.stride;
  14984. var offset = geometryAttribute.offset;
  14985. if ( data && data.isInstancedInterleavedBuffer ) {
  14986. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14987. if ( geometry._maxInstanceCount === undefined ) {
  14988. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  14989. }
  14990. } else {
  14991. state.enableAttribute( programAttribute );
  14992. }
  14993. _gl.bindBuffer( 34962, buffer );
  14994. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14995. } else {
  14996. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14997. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14998. if ( geometry._maxInstanceCount === undefined ) {
  14999. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  15000. }
  15001. } else {
  15002. state.enableAttribute( programAttribute );
  15003. }
  15004. _gl.bindBuffer( 34962, buffer );
  15005. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  15006. }
  15007. } else if ( name === 'instanceMatrix' ) {
  15008. var attribute$1 = attributes.get( object.instanceMatrix );
  15009. // TODO Attribute may not be available on context restore
  15010. if ( attribute$1 === undefined ) { continue; }
  15011. var buffer$1 = attribute$1.buffer;
  15012. var type$1 = attribute$1.type;
  15013. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  15014. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  15015. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  15016. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  15017. _gl.bindBuffer( 34962, buffer$1 );
  15018. _gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  15019. _gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  15020. _gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  15021. _gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  15022. } else if ( materialDefaultAttributeValues !== undefined ) {
  15023. var value = materialDefaultAttributeValues[ name ];
  15024. if ( value !== undefined ) {
  15025. switch ( value.length ) {
  15026. case 2:
  15027. _gl.vertexAttrib2fv( programAttribute, value );
  15028. break;
  15029. case 3:
  15030. _gl.vertexAttrib3fv( programAttribute, value );
  15031. break;
  15032. case 4:
  15033. _gl.vertexAttrib4fv( programAttribute, value );
  15034. break;
  15035. default:
  15036. _gl.vertexAttrib1fv( programAttribute, value );
  15037. }
  15038. }
  15039. }
  15040. }
  15041. }
  15042. state.disableUnusedAttributes();
  15043. }
  15044. // Compile
  15045. this.compile = function ( scene, camera ) {
  15046. currentRenderState = renderStates.get( scene, camera );
  15047. currentRenderState.init();
  15048. scene.traverse( function ( object ) {
  15049. if ( object.isLight ) {
  15050. currentRenderState.pushLight( object );
  15051. if ( object.castShadow ) {
  15052. currentRenderState.pushShadow( object );
  15053. }
  15054. }
  15055. } );
  15056. currentRenderState.setupLights( camera );
  15057. var compiled = {};
  15058. scene.traverse( function ( object ) {
  15059. var material = object.material;
  15060. if ( material ) {
  15061. if ( Array.isArray( material ) ) {
  15062. for ( var i = 0; i < material.length; i ++ ) {
  15063. var material2 = material[ i ];
  15064. if ( material2.uuid in compiled === false ) {
  15065. initMaterial( material2, scene, object );
  15066. compiled[ material2.uuid ] = true;
  15067. }
  15068. }
  15069. } else if ( material.uuid in compiled === false ) {
  15070. initMaterial( material, scene, object );
  15071. compiled[ material.uuid ] = true;
  15072. }
  15073. }
  15074. } );
  15075. };
  15076. // Animation Loop
  15077. var onAnimationFrameCallback = null;
  15078. function onAnimationFrame( time ) {
  15079. if ( xr.isPresenting ) { return; }
  15080. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15081. }
  15082. var animation = new WebGLAnimation();
  15083. animation.setAnimationLoop( onAnimationFrame );
  15084. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15085. this.setAnimationLoop = function ( callback ) {
  15086. onAnimationFrameCallback = callback;
  15087. xr.setAnimationLoop( callback );
  15088. animation.start();
  15089. };
  15090. // Rendering
  15091. this.render = function ( scene, camera ) {
  15092. var renderTarget, forceClear;
  15093. if ( arguments[ 2 ] !== undefined ) {
  15094. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15095. renderTarget = arguments[ 2 ];
  15096. }
  15097. if ( arguments[ 3 ] !== undefined ) {
  15098. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15099. forceClear = arguments[ 3 ];
  15100. }
  15101. if ( ! ( camera && camera.isCamera ) ) {
  15102. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15103. return;
  15104. }
  15105. if ( _isContextLost ) { return; }
  15106. // reset caching for this frame
  15107. _currentGeometryProgram.geometry = null;
  15108. _currentGeometryProgram.program = null;
  15109. _currentGeometryProgram.wireframe = false;
  15110. _currentMaterialId = - 1;
  15111. _currentCamera = null;
  15112. // update scene graph
  15113. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15114. // update camera matrices and frustum
  15115. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15116. if ( xr.enabled && xr.isPresenting ) {
  15117. camera = xr.getCamera( camera );
  15118. }
  15119. //
  15120. if ( scene.isScene ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15121. currentRenderState = renderStates.get( scene, camera );
  15122. currentRenderState.init();
  15123. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15124. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15125. _localClippingEnabled = this.localClippingEnabled;
  15126. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15127. currentRenderList = renderLists.get( scene, camera );
  15128. currentRenderList.init();
  15129. projectObject( scene, camera, 0, _this.sortObjects );
  15130. currentRenderList.finish();
  15131. if ( _this.sortObjects === true ) {
  15132. currentRenderList.sort( _opaqueSort, _transparentSort );
  15133. }
  15134. //
  15135. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  15136. var shadowsArray = currentRenderState.state.shadowsArray;
  15137. shadowMap.render( shadowsArray, scene, camera );
  15138. currentRenderState.setupLights( camera );
  15139. if ( _clippingEnabled ) { _clipping.endShadows(); }
  15140. //
  15141. if ( this.info.autoReset ) { this.info.reset(); }
  15142. if ( renderTarget !== undefined ) {
  15143. this.setRenderTarget( renderTarget );
  15144. }
  15145. //
  15146. background.render( currentRenderList, scene, camera, forceClear );
  15147. // render scene
  15148. var opaqueObjects = currentRenderList.opaque;
  15149. var transparentObjects = currentRenderList.transparent;
  15150. if ( scene.overrideMaterial ) {
  15151. var overrideMaterial = scene.overrideMaterial;
  15152. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  15153. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  15154. } else {
  15155. // opaque pass (front-to-back order)
  15156. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  15157. // transparent pass (back-to-front order)
  15158. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  15159. }
  15160. //
  15161. if ( scene.isScene ) { scene.onAfterRender( _this, scene, camera ); }
  15162. //
  15163. if ( _currentRenderTarget !== null ) {
  15164. // Generate mipmap if we're using any kind of mipmap filtering
  15165. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15166. // resolve multisample renderbuffers to a single-sample texture if necessary
  15167. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15168. }
  15169. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15170. state.buffers.depth.setTest( true );
  15171. state.buffers.depth.setMask( true );
  15172. state.buffers.color.setMask( true );
  15173. state.setPolygonOffset( false );
  15174. // _gl.finish();
  15175. currentRenderList = null;
  15176. currentRenderState = null;
  15177. };
  15178. function projectObject( object, camera, groupOrder, sortObjects ) {
  15179. if ( object.visible === false ) { return; }
  15180. var visible = object.layers.test( camera.layers );
  15181. if ( visible ) {
  15182. if ( object.isGroup ) {
  15183. groupOrder = object.renderOrder;
  15184. } else if ( object.isLOD ) {
  15185. if ( object.autoUpdate === true ) { object.update( camera ); }
  15186. } else if ( object.isLight ) {
  15187. currentRenderState.pushLight( object );
  15188. if ( object.castShadow ) {
  15189. currentRenderState.pushShadow( object );
  15190. }
  15191. } else if ( object.isSprite ) {
  15192. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15193. if ( sortObjects ) {
  15194. _vector3.setFromMatrixPosition( object.matrixWorld )
  15195. .applyMatrix4( _projScreenMatrix );
  15196. }
  15197. var geometry = objects.update( object );
  15198. var material = object.material;
  15199. if ( material.visible ) {
  15200. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15201. }
  15202. }
  15203. } else if ( object.isImmediateRenderObject ) {
  15204. if ( sortObjects ) {
  15205. _vector3.setFromMatrixPosition( object.matrixWorld )
  15206. .applyMatrix4( _projScreenMatrix );
  15207. }
  15208. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15209. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15210. if ( object.isSkinnedMesh ) {
  15211. // update skeleton only once in a frame
  15212. if ( object.skeleton.frame !== info.render.frame ) {
  15213. object.skeleton.update();
  15214. object.skeleton.frame = info.render.frame;
  15215. }
  15216. }
  15217. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15218. if ( sortObjects ) {
  15219. _vector3.setFromMatrixPosition( object.matrixWorld )
  15220. .applyMatrix4( _projScreenMatrix );
  15221. }
  15222. var geometry$1 = objects.update( object );
  15223. var material$1 = object.material;
  15224. if ( Array.isArray( material$1 ) ) {
  15225. var groups = geometry$1.groups;
  15226. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15227. var group = groups[ i ];
  15228. var groupMaterial = material$1[ group.materialIndex ];
  15229. if ( groupMaterial && groupMaterial.visible ) {
  15230. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15231. }
  15232. }
  15233. } else if ( material$1.visible ) {
  15234. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15235. }
  15236. }
  15237. }
  15238. }
  15239. var children = object.children;
  15240. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15241. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15242. }
  15243. }
  15244. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  15245. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15246. var renderItem = renderList[ i ];
  15247. var object = renderItem.object;
  15248. var geometry = renderItem.geometry;
  15249. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  15250. var group = renderItem.group;
  15251. if ( camera.isArrayCamera ) {
  15252. _currentArrayCamera = camera;
  15253. var cameras = camera.cameras;
  15254. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15255. var camera2 = cameras[ j ];
  15256. if ( object.layers.test( camera2.layers ) ) {
  15257. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15258. currentRenderState.setupLights( camera2 );
  15259. renderObject( object, scene, camera2, geometry, material, group );
  15260. }
  15261. }
  15262. } else {
  15263. _currentArrayCamera = null;
  15264. renderObject( object, scene, camera, geometry, material, group );
  15265. }
  15266. }
  15267. }
  15268. function renderObject( object, scene, camera, geometry, material, group ) {
  15269. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15270. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15271. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15272. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15273. if ( object.isImmediateRenderObject ) {
  15274. var program = setProgram( camera, scene, material, object );
  15275. state.setMaterial( material );
  15276. _currentGeometryProgram.geometry = null;
  15277. _currentGeometryProgram.program = null;
  15278. _currentGeometryProgram.wireframe = false;
  15279. renderObjectImmediate( object, program );
  15280. } else {
  15281. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15282. }
  15283. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15284. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15285. }
  15286. function initMaterial( material, scene, object ) {
  15287. var materialProperties = properties.get( material );
  15288. var lights = currentRenderState.state.lights;
  15289. var shadowsArray = currentRenderState.state.shadowsArray;
  15290. var lightsStateVersion = lights.state.version;
  15291. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15292. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15293. var program = materialProperties.program;
  15294. var programChange = true;
  15295. if ( program === undefined ) {
  15296. // new material
  15297. material.addEventListener( 'dispose', onMaterialDispose );
  15298. } else if ( program.cacheKey !== programCacheKey ) {
  15299. // changed glsl or parameters
  15300. releaseMaterialProgramReference( material );
  15301. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15302. materialProperties.lightsStateVersion = lightsStateVersion;
  15303. programChange = false;
  15304. } else if ( parameters.shaderID !== undefined ) {
  15305. // same glsl and uniform list
  15306. return;
  15307. } else {
  15308. // only rebuild uniform list
  15309. programChange = false;
  15310. }
  15311. if ( programChange ) {
  15312. program = programCache.acquireProgram( parameters, programCacheKey );
  15313. materialProperties.program = program;
  15314. materialProperties.uniforms = parameters.uniforms;
  15315. materialProperties.outputEncoding = parameters.outputEncoding;
  15316. material.program = program;
  15317. }
  15318. var programAttributes = program.getAttributes();
  15319. if ( material.morphTargets ) {
  15320. material.numSupportedMorphTargets = 0;
  15321. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15322. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15323. material.numSupportedMorphTargets ++;
  15324. }
  15325. }
  15326. }
  15327. if ( material.morphNormals ) {
  15328. material.numSupportedMorphNormals = 0;
  15329. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15330. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15331. material.numSupportedMorphNormals ++;
  15332. }
  15333. }
  15334. }
  15335. var uniforms = materialProperties.uniforms;
  15336. if ( ! material.isShaderMaterial &&
  15337. ! material.isRawShaderMaterial ||
  15338. material.clipping === true ) {
  15339. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15340. materialProperties.numIntersection = _clipping.numIntersection;
  15341. uniforms.clippingPlanes = _clipping.uniform;
  15342. }
  15343. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15344. materialProperties.fog = scene.fog;
  15345. // store the light setup it was created for
  15346. materialProperties.needsLights = materialNeedsLights( material );
  15347. materialProperties.lightsStateVersion = lightsStateVersion;
  15348. if ( materialProperties.needsLights ) {
  15349. // wire up the material to this renderer's lighting state
  15350. uniforms.ambientLightColor.value = lights.state.ambient;
  15351. uniforms.lightProbe.value = lights.state.probe;
  15352. uniforms.directionalLights.value = lights.state.directional;
  15353. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15354. uniforms.spotLights.value = lights.state.spot;
  15355. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15356. uniforms.rectAreaLights.value = lights.state.rectArea;
  15357. uniforms.pointLights.value = lights.state.point;
  15358. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15359. uniforms.hemisphereLights.value = lights.state.hemi;
  15360. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15361. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15362. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15363. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15364. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15365. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15366. // TODO (abelnation): add area lights shadow info to uniforms
  15367. }
  15368. var progUniforms = materialProperties.program.getUniforms(),
  15369. uniformsList =
  15370. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15371. materialProperties.uniformsList = uniformsList;
  15372. }
  15373. function setProgram( camera, scene, material, object ) {
  15374. textures.resetTextureUnits();
  15375. var fog = scene.fog;
  15376. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15377. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15378. var materialProperties = properties.get( material );
  15379. var lights = currentRenderState.state.lights;
  15380. if ( _clippingEnabled ) {
  15381. if ( _localClippingEnabled || camera !== _currentCamera ) {
  15382. var useCache =
  15383. camera === _currentCamera &&
  15384. material.id === _currentMaterialId;
  15385. // we might want to call this function with some ClippingGroup
  15386. // object instead of the material, once it becomes feasible
  15387. // (#8465, #8379)
  15388. _clipping.setState(
  15389. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15390. camera, materialProperties, useCache );
  15391. }
  15392. }
  15393. if ( material.version === materialProperties.__version ) {
  15394. if ( materialProperties.program === undefined ) {
  15395. initMaterial( material, scene, object );
  15396. } else if ( material.fog && materialProperties.fog !== fog ) {
  15397. initMaterial( material, scene, object );
  15398. } else if ( materialProperties.environment !== environment ) {
  15399. initMaterial( material, scene, object );
  15400. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15401. initMaterial( material, scene, object );
  15402. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15403. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15404. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15405. initMaterial( material, scene, object );
  15406. } else if ( materialProperties.outputEncoding !== encoding ) {
  15407. initMaterial( material, scene, object );
  15408. }
  15409. } else {
  15410. initMaterial( material, scene, object );
  15411. materialProperties.__version = material.version;
  15412. }
  15413. var refreshProgram = false;
  15414. var refreshMaterial = false;
  15415. var refreshLights = false;
  15416. var program = materialProperties.program,
  15417. p_uniforms = program.getUniforms(),
  15418. m_uniforms = materialProperties.uniforms;
  15419. if ( state.useProgram( program.program ) ) {
  15420. refreshProgram = true;
  15421. refreshMaterial = true;
  15422. refreshLights = true;
  15423. }
  15424. if ( material.id !== _currentMaterialId ) {
  15425. _currentMaterialId = material.id;
  15426. refreshMaterial = true;
  15427. }
  15428. if ( refreshProgram || _currentCamera !== camera ) {
  15429. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15430. if ( capabilities.logarithmicDepthBuffer ) {
  15431. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15432. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15433. }
  15434. if ( _currentCamera !== camera ) {
  15435. _currentCamera = camera;
  15436. // lighting uniforms depend on the camera so enforce an update
  15437. // now, in case this material supports lights - or later, when
  15438. // the next material that does gets activated:
  15439. refreshMaterial = true; // set to true on material change
  15440. refreshLights = true; // remains set until update done
  15441. }
  15442. // load material specific uniforms
  15443. // (shader material also gets them for the sake of genericity)
  15444. if ( material.isShaderMaterial ||
  15445. material.isMeshPhongMaterial ||
  15446. material.isMeshToonMaterial ||
  15447. material.isMeshStandardMaterial ||
  15448. material.envMap ) {
  15449. var uCamPos = p_uniforms.map.cameraPosition;
  15450. if ( uCamPos !== undefined ) {
  15451. uCamPos.setValue( _gl,
  15452. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15453. }
  15454. }
  15455. if ( material.isMeshPhongMaterial ||
  15456. material.isMeshToonMaterial ||
  15457. material.isMeshLambertMaterial ||
  15458. material.isMeshBasicMaterial ||
  15459. material.isMeshStandardMaterial ||
  15460. material.isShaderMaterial ) {
  15461. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15462. }
  15463. if ( material.isMeshPhongMaterial ||
  15464. material.isMeshToonMaterial ||
  15465. material.isMeshLambertMaterial ||
  15466. material.isMeshBasicMaterial ||
  15467. material.isMeshStandardMaterial ||
  15468. material.isShaderMaterial ||
  15469. material.skinning ) {
  15470. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15471. }
  15472. }
  15473. // skinning uniforms must be set even if material didn't change
  15474. // auto-setting of texture unit for bone texture must go before other textures
  15475. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15476. if ( material.skinning ) {
  15477. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15478. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15479. var skeleton = object.skeleton;
  15480. if ( skeleton ) {
  15481. var bones = skeleton.bones;
  15482. if ( capabilities.floatVertexTextures ) {
  15483. if ( skeleton.boneTexture === undefined ) {
  15484. // layout (1 matrix = 4 pixels)
  15485. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15486. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15487. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15488. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15489. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15490. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15491. size = MathUtils.ceilPowerOfTwo( size );
  15492. size = Math.max( size, 4 );
  15493. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15494. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15495. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15496. skeleton.boneMatrices = boneMatrices;
  15497. skeleton.boneTexture = boneTexture;
  15498. skeleton.boneTextureSize = size;
  15499. }
  15500. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15501. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15502. } else {
  15503. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15504. }
  15505. }
  15506. }
  15507. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15508. materialProperties.receiveShadow = object.receiveShadow;
  15509. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15510. }
  15511. if ( refreshMaterial ) {
  15512. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15513. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15514. if ( materialProperties.needsLights ) {
  15515. // the current material requires lighting info
  15516. // note: all lighting uniforms are always set correctly
  15517. // they simply reference the renderer's state for their
  15518. // values
  15519. //
  15520. // use the current material's .needsUpdate flags to set
  15521. // the GL state when required
  15522. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15523. }
  15524. // refresh uniforms common to several materials
  15525. if ( fog && material.fog ) {
  15526. materials.refreshFogUniforms( m_uniforms, fog );
  15527. }
  15528. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15529. // RectAreaLight Texture
  15530. // TODO (mrdoob): Find a nicer implementation
  15531. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15532. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15533. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15534. }
  15535. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15536. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15537. material.uniformsNeedUpdate = false;
  15538. }
  15539. if ( material.isSpriteMaterial ) {
  15540. p_uniforms.setValue( _gl, 'center', object.center );
  15541. }
  15542. // common matrices
  15543. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15544. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15545. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15546. return program;
  15547. }
  15548. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15549. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15550. uniforms.ambientLightColor.needsUpdate = value;
  15551. uniforms.lightProbe.needsUpdate = value;
  15552. uniforms.directionalLights.needsUpdate = value;
  15553. uniforms.directionalLightShadows.needsUpdate = value;
  15554. uniforms.pointLights.needsUpdate = value;
  15555. uniforms.pointLightShadows.needsUpdate = value;
  15556. uniforms.spotLights.needsUpdate = value;
  15557. uniforms.spotLightShadows.needsUpdate = value;
  15558. uniforms.rectAreaLights.needsUpdate = value;
  15559. uniforms.hemisphereLights.needsUpdate = value;
  15560. }
  15561. function materialNeedsLights( material ) {
  15562. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15563. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15564. ( material.isShaderMaterial && material.lights === true );
  15565. }
  15566. //
  15567. this.setFramebuffer = function ( value ) {
  15568. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15569. _framebuffer = value;
  15570. };
  15571. this.getActiveCubeFace = function () {
  15572. return _currentActiveCubeFace;
  15573. };
  15574. this.getActiveMipmapLevel = function () {
  15575. return _currentActiveMipmapLevel;
  15576. };
  15577. this.getRenderTarget = function () {
  15578. return _currentRenderTarget;
  15579. };
  15580. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15581. _currentRenderTarget = renderTarget;
  15582. _currentActiveCubeFace = activeCubeFace;
  15583. _currentActiveMipmapLevel = activeMipmapLevel;
  15584. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15585. textures.setupRenderTarget( renderTarget );
  15586. }
  15587. var framebuffer = _framebuffer;
  15588. var isCube = false;
  15589. if ( renderTarget ) {
  15590. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15591. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15592. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15593. isCube = true;
  15594. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15595. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15596. } else {
  15597. framebuffer = _webglFramebuffer;
  15598. }
  15599. _currentViewport.copy( renderTarget.viewport );
  15600. _currentScissor.copy( renderTarget.scissor );
  15601. _currentScissorTest = renderTarget.scissorTest;
  15602. } else {
  15603. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15604. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15605. _currentScissorTest = _scissorTest;
  15606. }
  15607. if ( _currentFramebuffer !== framebuffer ) {
  15608. _gl.bindFramebuffer( 36160, framebuffer );
  15609. _currentFramebuffer = framebuffer;
  15610. }
  15611. state.viewport( _currentViewport );
  15612. state.scissor( _currentScissor );
  15613. state.setScissorTest( _currentScissorTest );
  15614. if ( isCube ) {
  15615. var textureProperties = properties.get( renderTarget.texture );
  15616. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15617. }
  15618. };
  15619. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15620. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15621. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15622. return;
  15623. }
  15624. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15625. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15626. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15627. }
  15628. if ( framebuffer ) {
  15629. var restore = false;
  15630. if ( framebuffer !== _currentFramebuffer ) {
  15631. _gl.bindFramebuffer( 36160, framebuffer );
  15632. restore = true;
  15633. }
  15634. try {
  15635. var texture = renderTarget.texture;
  15636. var textureFormat = texture.format;
  15637. var textureType = texture.type;
  15638. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15639. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15640. return;
  15641. }
  15642. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15643. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15644. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15645. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15646. return;
  15647. }
  15648. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15649. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15650. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15651. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15652. }
  15653. } else {
  15654. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15655. }
  15656. } finally {
  15657. if ( restore ) {
  15658. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15659. }
  15660. }
  15661. }
  15662. };
  15663. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15664. if ( level === undefined ) { level = 0; }
  15665. var levelScale = Math.pow( 2, - level );
  15666. var width = Math.floor( texture.image.width * levelScale );
  15667. var height = Math.floor( texture.image.height * levelScale );
  15668. var glFormat = utils.convert( texture.format );
  15669. textures.setTexture2D( texture, 0 );
  15670. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15671. state.unbindTexture();
  15672. };
  15673. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15674. if ( level === undefined ) { level = 0; }
  15675. var width = srcTexture.image.width;
  15676. var height = srcTexture.image.height;
  15677. var glFormat = utils.convert( dstTexture.format );
  15678. var glType = utils.convert( dstTexture.type );
  15679. textures.setTexture2D( dstTexture, 0 );
  15680. if ( srcTexture.isDataTexture ) {
  15681. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15682. } else {
  15683. if ( srcTexture.isCompressedTexture ) {
  15684. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15685. } else {
  15686. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15687. }
  15688. }
  15689. // Generate mipmaps only when copying level 0
  15690. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15691. state.unbindTexture();
  15692. };
  15693. this.initTexture = function ( texture ) {
  15694. textures.setTexture2D( texture, 0 );
  15695. state.unbindTexture();
  15696. };
  15697. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15698. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15699. }
  15700. }
  15701. /**
  15702. * @author mrdoob / http://mrdoob.com/
  15703. * @author alteredq / http://alteredqualia.com/
  15704. */
  15705. function FogExp2( color, density ) {
  15706. this.name = '';
  15707. this.color = new Color( color );
  15708. this.density = ( density !== undefined ) ? density : 0.00025;
  15709. }
  15710. Object.assign( FogExp2.prototype, {
  15711. isFogExp2: true,
  15712. clone: function () {
  15713. return new FogExp2( this.color, this.density );
  15714. },
  15715. toJSON: function ( /* meta */ ) {
  15716. return {
  15717. type: 'FogExp2',
  15718. color: this.color.getHex(),
  15719. density: this.density
  15720. };
  15721. }
  15722. } );
  15723. /**
  15724. * @author mrdoob / http://mrdoob.com/
  15725. * @author alteredq / http://alteredqualia.com/
  15726. */
  15727. function Fog( color, near, far ) {
  15728. this.name = '';
  15729. this.color = new Color( color );
  15730. this.near = ( near !== undefined ) ? near : 1;
  15731. this.far = ( far !== undefined ) ? far : 1000;
  15732. }
  15733. Object.assign( Fog.prototype, {
  15734. isFog: true,
  15735. clone: function () {
  15736. return new Fog( this.color, this.near, this.far );
  15737. },
  15738. toJSON: function ( /* meta */ ) {
  15739. return {
  15740. type: 'Fog',
  15741. color: this.color.getHex(),
  15742. near: this.near,
  15743. far: this.far
  15744. };
  15745. }
  15746. } );
  15747. /**
  15748. * @author benaadams / https://twitter.com/ben_a_adams
  15749. */
  15750. function InterleavedBuffer( array, stride ) {
  15751. this.array = array;
  15752. this.stride = stride;
  15753. this.count = array !== undefined ? array.length / stride : 0;
  15754. this.usage = StaticDrawUsage;
  15755. this.updateRange = { offset: 0, count: - 1 };
  15756. this.version = 0;
  15757. }
  15758. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15759. set: function ( value ) {
  15760. if ( value === true ) { this.version ++; }
  15761. }
  15762. } );
  15763. Object.assign( InterleavedBuffer.prototype, {
  15764. isInterleavedBuffer: true,
  15765. onUploadCallback: function () {},
  15766. setUsage: function ( value ) {
  15767. this.usage = value;
  15768. return this;
  15769. },
  15770. copy: function ( source ) {
  15771. this.array = new source.array.constructor( source.array );
  15772. this.count = source.count;
  15773. this.stride = source.stride;
  15774. this.usage = source.usage;
  15775. return this;
  15776. },
  15777. copyAt: function ( index1, attribute, index2 ) {
  15778. index1 *= this.stride;
  15779. index2 *= attribute.stride;
  15780. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15781. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15782. }
  15783. return this;
  15784. },
  15785. set: function ( value, offset ) {
  15786. if ( offset === undefined ) { offset = 0; }
  15787. this.array.set( value, offset );
  15788. return this;
  15789. },
  15790. clone: function () {
  15791. return new this.constructor().copy( this );
  15792. },
  15793. onUpload: function ( callback ) {
  15794. this.onUploadCallback = callback;
  15795. return this;
  15796. }
  15797. } );
  15798. /**
  15799. * @author benaadams / https://twitter.com/ben_a_adams
  15800. */
  15801. var _vector$6 = new Vector3();
  15802. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15803. this.name = '';
  15804. this.data = interleavedBuffer;
  15805. this.itemSize = itemSize;
  15806. this.offset = offset;
  15807. this.normalized = normalized === true;
  15808. }
  15809. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15810. count: {
  15811. get: function () {
  15812. return this.data.count;
  15813. }
  15814. },
  15815. array: {
  15816. get: function () {
  15817. return this.data.array;
  15818. }
  15819. }
  15820. } );
  15821. Object.assign( InterleavedBufferAttribute.prototype, {
  15822. isInterleavedBufferAttribute: true,
  15823. applyMatrix4: function ( m ) {
  15824. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15825. _vector$6.x = this.getX( i );
  15826. _vector$6.y = this.getY( i );
  15827. _vector$6.z = this.getZ( i );
  15828. _vector$6.applyMatrix4( m );
  15829. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15830. }
  15831. return this;
  15832. },
  15833. setX: function ( index, x ) {
  15834. this.data.array[ index * this.data.stride + this.offset ] = x;
  15835. return this;
  15836. },
  15837. setY: function ( index, y ) {
  15838. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15839. return this;
  15840. },
  15841. setZ: function ( index, z ) {
  15842. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15843. return this;
  15844. },
  15845. setW: function ( index, w ) {
  15846. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15847. return this;
  15848. },
  15849. getX: function ( index ) {
  15850. return this.data.array[ index * this.data.stride + this.offset ];
  15851. },
  15852. getY: function ( index ) {
  15853. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15854. },
  15855. getZ: function ( index ) {
  15856. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15857. },
  15858. getW: function ( index ) {
  15859. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15860. },
  15861. setXY: function ( index, x, y ) {
  15862. index = index * this.data.stride + this.offset;
  15863. this.data.array[ index + 0 ] = x;
  15864. this.data.array[ index + 1 ] = y;
  15865. return this;
  15866. },
  15867. setXYZ: function ( index, x, y, z ) {
  15868. index = index * this.data.stride + this.offset;
  15869. this.data.array[ index + 0 ] = x;
  15870. this.data.array[ index + 1 ] = y;
  15871. this.data.array[ index + 2 ] = z;
  15872. return this;
  15873. },
  15874. setXYZW: function ( index, x, y, z, w ) {
  15875. index = index * this.data.stride + this.offset;
  15876. this.data.array[ index + 0 ] = x;
  15877. this.data.array[ index + 1 ] = y;
  15878. this.data.array[ index + 2 ] = z;
  15879. this.data.array[ index + 3 ] = w;
  15880. return this;
  15881. },
  15882. clone: function () {
  15883. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15884. var array = [];
  15885. for ( var i = 0; i < this.count; i ++ ) {
  15886. var index = i * this.data.stride + this.offset;
  15887. for ( var j = 0; j < this.itemSize; j ++ ) {
  15888. array.push( this.data.array[ index + j ] );
  15889. }
  15890. }
  15891. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15892. },
  15893. toJSON: function () {
  15894. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15895. var array = [];
  15896. for ( var i = 0; i < this.count; i ++ ) {
  15897. var index = i * this.data.stride + this.offset;
  15898. for ( var j = 0; j < this.itemSize; j ++ ) {
  15899. array.push( this.data.array[ index + j ] );
  15900. }
  15901. }
  15902. // deinterleave data and save it as an ordinary buffer attribute for now
  15903. return {
  15904. itemSize: this.itemSize,
  15905. type: this.array.constructor.name,
  15906. array: array,
  15907. normalized: this.normalized
  15908. };
  15909. }
  15910. } );
  15911. /**
  15912. * @author alteredq / http://alteredqualia.com/
  15913. *
  15914. * parameters = {
  15915. * color: <hex>,
  15916. * map: new THREE.Texture( <Image> ),
  15917. * alphaMap: new THREE.Texture( <Image> ),
  15918. * rotation: <float>,
  15919. * sizeAttenuation: <bool>
  15920. * }
  15921. */
  15922. function SpriteMaterial( parameters ) {
  15923. Material.call( this );
  15924. this.type = 'SpriteMaterial';
  15925. this.color = new Color( 0xffffff );
  15926. this.map = null;
  15927. this.alphaMap = null;
  15928. this.rotation = 0;
  15929. this.sizeAttenuation = true;
  15930. this.transparent = true;
  15931. this.setValues( parameters );
  15932. }
  15933. SpriteMaterial.prototype = Object.create( Material.prototype );
  15934. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15935. SpriteMaterial.prototype.isSpriteMaterial = true;
  15936. SpriteMaterial.prototype.copy = function ( source ) {
  15937. Material.prototype.copy.call( this, source );
  15938. this.color.copy( source.color );
  15939. this.map = source.map;
  15940. this.alphaMap = source.alphaMap;
  15941. this.rotation = source.rotation;
  15942. this.sizeAttenuation = source.sizeAttenuation;
  15943. return this;
  15944. };
  15945. /**
  15946. * @author mikael emtinger / http://gomo.se/
  15947. * @author alteredq / http://alteredqualia.com/
  15948. */
  15949. var _geometry;
  15950. var _intersectPoint = new Vector3();
  15951. var _worldScale = new Vector3();
  15952. var _mvPosition = new Vector3();
  15953. var _alignedPosition = new Vector2();
  15954. var _rotatedPosition = new Vector2();
  15955. var _viewWorldMatrix = new Matrix4();
  15956. var _vA$1 = new Vector3();
  15957. var _vB$1 = new Vector3();
  15958. var _vC$1 = new Vector3();
  15959. var _uvA$1 = new Vector2();
  15960. var _uvB$1 = new Vector2();
  15961. var _uvC$1 = new Vector2();
  15962. function Sprite( material ) {
  15963. Object3D.call( this );
  15964. this.type = 'Sprite';
  15965. if ( _geometry === undefined ) {
  15966. _geometry = new BufferGeometry();
  15967. var float32Array = new Float32Array( [
  15968. - 0.5, - 0.5, 0, 0, 0,
  15969. 0.5, - 0.5, 0, 1, 0,
  15970. 0.5, 0.5, 0, 1, 1,
  15971. - 0.5, 0.5, 0, 0, 1
  15972. ] );
  15973. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15974. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15975. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15976. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15977. }
  15978. this.geometry = _geometry;
  15979. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15980. this.center = new Vector2( 0.5, 0.5 );
  15981. }
  15982. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15983. constructor: Sprite,
  15984. isSprite: true,
  15985. raycast: function ( raycaster, intersects ) {
  15986. if ( raycaster.camera === null ) {
  15987. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15988. }
  15989. _worldScale.setFromMatrixScale( this.matrixWorld );
  15990. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15991. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15992. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15993. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15994. _worldScale.multiplyScalar( - _mvPosition.z );
  15995. }
  15996. var rotation = this.material.rotation;
  15997. var sin, cos;
  15998. if ( rotation !== 0 ) {
  15999. cos = Math.cos( rotation );
  16000. sin = Math.sin( rotation );
  16001. }
  16002. var center = this.center;
  16003. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16004. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16005. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16006. _uvA$1.set( 0, 0 );
  16007. _uvB$1.set( 1, 0 );
  16008. _uvC$1.set( 1, 1 );
  16009. // check first triangle
  16010. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16011. if ( intersect === null ) {
  16012. // check second triangle
  16013. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16014. _uvB$1.set( 0, 1 );
  16015. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16016. if ( intersect === null ) {
  16017. return;
  16018. }
  16019. }
  16020. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16021. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16022. intersects.push( {
  16023. distance: distance,
  16024. point: _intersectPoint.clone(),
  16025. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16026. face: null,
  16027. object: this
  16028. } );
  16029. },
  16030. copy: function ( source ) {
  16031. Object3D.prototype.copy.call( this, source );
  16032. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16033. this.material = source.material;
  16034. return this;
  16035. }
  16036. } );
  16037. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16038. // compute position in camera space
  16039. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16040. // to check if rotation is not zero
  16041. if ( sin !== undefined ) {
  16042. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16043. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16044. } else {
  16045. _rotatedPosition.copy( _alignedPosition );
  16046. }
  16047. vertexPosition.copy( mvPosition );
  16048. vertexPosition.x += _rotatedPosition.x;
  16049. vertexPosition.y += _rotatedPosition.y;
  16050. // transform to world space
  16051. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16052. }
  16053. /**
  16054. * @author mikael emtinger / http://gomo.se/
  16055. * @author alteredq / http://alteredqualia.com/
  16056. * @author mrdoob / http://mrdoob.com/
  16057. */
  16058. var _v1$4 = new Vector3();
  16059. var _v2$2 = new Vector3();
  16060. function LOD() {
  16061. Object3D.call( this );
  16062. this._currentLevel = 0;
  16063. this.type = 'LOD';
  16064. Object.defineProperties( this, {
  16065. levels: {
  16066. enumerable: true,
  16067. value: []
  16068. }
  16069. } );
  16070. this.autoUpdate = true;
  16071. }
  16072. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16073. constructor: LOD,
  16074. isLOD: true,
  16075. copy: function ( source ) {
  16076. Object3D.prototype.copy.call( this, source, false );
  16077. var levels = source.levels;
  16078. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16079. var level = levels[ i ];
  16080. this.addLevel( level.object.clone(), level.distance );
  16081. }
  16082. this.autoUpdate = source.autoUpdate;
  16083. return this;
  16084. },
  16085. addLevel: function ( object, distance ) {
  16086. if ( distance === undefined ) { distance = 0; }
  16087. distance = Math.abs( distance );
  16088. var levels = this.levels;
  16089. var l;
  16090. for ( l = 0; l < levels.length; l ++ ) {
  16091. if ( distance < levels[ l ].distance ) {
  16092. break;
  16093. }
  16094. }
  16095. levels.splice( l, 0, { distance: distance, object: object } );
  16096. this.add( object );
  16097. return this;
  16098. },
  16099. getCurrentLevel: function () {
  16100. return this._currentLevel;
  16101. },
  16102. getObjectForDistance: function ( distance ) {
  16103. var levels = this.levels;
  16104. if ( levels.length > 0 ) {
  16105. var i, l;
  16106. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16107. if ( distance < levels[ i ].distance ) {
  16108. break;
  16109. }
  16110. }
  16111. return levels[ i - 1 ].object;
  16112. }
  16113. return null;
  16114. },
  16115. raycast: function ( raycaster, intersects ) {
  16116. var levels = this.levels;
  16117. if ( levels.length > 0 ) {
  16118. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16119. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16120. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16121. }
  16122. },
  16123. update: function ( camera ) {
  16124. var levels = this.levels;
  16125. if ( levels.length > 1 ) {
  16126. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16127. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16128. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16129. levels[ 0 ].object.visible = true;
  16130. var i, l;
  16131. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16132. if ( distance >= levels[ i ].distance ) {
  16133. levels[ i - 1 ].object.visible = false;
  16134. levels[ i ].object.visible = true;
  16135. } else {
  16136. break;
  16137. }
  16138. }
  16139. this._currentLevel = i - 1;
  16140. for ( ; i < l; i ++ ) {
  16141. levels[ i ].object.visible = false;
  16142. }
  16143. }
  16144. },
  16145. toJSON: function ( meta ) {
  16146. var data = Object3D.prototype.toJSON.call( this, meta );
  16147. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16148. data.object.levels = [];
  16149. var levels = this.levels;
  16150. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16151. var level = levels[ i ];
  16152. data.object.levels.push( {
  16153. object: level.object.uuid,
  16154. distance: level.distance
  16155. } );
  16156. }
  16157. return data;
  16158. }
  16159. } );
  16160. /**
  16161. * @author mikael emtinger / http://gomo.se/
  16162. * @author alteredq / http://alteredqualia.com/
  16163. * @author ikerr / http://verold.com
  16164. */
  16165. function SkinnedMesh( geometry, material ) {
  16166. if ( geometry && geometry.isGeometry ) {
  16167. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16168. }
  16169. Mesh.call( this, geometry, material );
  16170. this.type = 'SkinnedMesh';
  16171. this.bindMode = 'attached';
  16172. this.bindMatrix = new Matrix4();
  16173. this.bindMatrixInverse = new Matrix4();
  16174. }
  16175. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16176. constructor: SkinnedMesh,
  16177. isSkinnedMesh: true,
  16178. copy: function ( source ) {
  16179. Mesh.prototype.copy.call( this, source );
  16180. this.bindMode = source.bindMode;
  16181. this.bindMatrix.copy( source.bindMatrix );
  16182. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16183. this.skeleton = source.skeleton;
  16184. return this;
  16185. },
  16186. bind: function ( skeleton, bindMatrix ) {
  16187. this.skeleton = skeleton;
  16188. if ( bindMatrix === undefined ) {
  16189. this.updateMatrixWorld( true );
  16190. this.skeleton.calculateInverses();
  16191. bindMatrix = this.matrixWorld;
  16192. }
  16193. this.bindMatrix.copy( bindMatrix );
  16194. this.bindMatrixInverse.getInverse( bindMatrix );
  16195. },
  16196. pose: function () {
  16197. this.skeleton.pose();
  16198. },
  16199. normalizeSkinWeights: function () {
  16200. var vector = new Vector4();
  16201. var skinWeight = this.geometry.attributes.skinWeight;
  16202. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16203. vector.x = skinWeight.getX( i );
  16204. vector.y = skinWeight.getY( i );
  16205. vector.z = skinWeight.getZ( i );
  16206. vector.w = skinWeight.getW( i );
  16207. var scale = 1.0 / vector.manhattanLength();
  16208. if ( scale !== Infinity ) {
  16209. vector.multiplyScalar( scale );
  16210. } else {
  16211. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16212. }
  16213. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16214. }
  16215. },
  16216. updateMatrixWorld: function ( force ) {
  16217. Mesh.prototype.updateMatrixWorld.call( this, force );
  16218. if ( this.bindMode === 'attached' ) {
  16219. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16220. } else if ( this.bindMode === 'detached' ) {
  16221. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16222. } else {
  16223. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16224. }
  16225. },
  16226. boneTransform: ( function () {
  16227. var basePosition = new Vector3();
  16228. var skinIndex = new Vector4();
  16229. var skinWeight = new Vector4();
  16230. var vector = new Vector3();
  16231. var matrix = new Matrix4();
  16232. return function ( index, target ) {
  16233. var skeleton = this.skeleton;
  16234. var geometry = this.geometry;
  16235. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16236. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16237. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16238. target.set( 0, 0, 0 );
  16239. for ( var i = 0; i < 4; i ++ ) {
  16240. var weight = skinWeight.getComponent( i );
  16241. if ( weight !== 0 ) {
  16242. var boneIndex = skinIndex.getComponent( i );
  16243. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16244. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16245. }
  16246. }
  16247. return target.applyMatrix4( this.bindMatrixInverse );
  16248. };
  16249. }() )
  16250. } );
  16251. /**
  16252. * @author mikael emtinger / http://gomo.se/
  16253. * @author alteredq / http://alteredqualia.com/
  16254. * @author michael guerrero / http://realitymeltdown.com
  16255. * @author ikerr / http://verold.com
  16256. */
  16257. var _offsetMatrix = new Matrix4();
  16258. var _identityMatrix = new Matrix4();
  16259. function Skeleton( bones, boneInverses ) {
  16260. // copy the bone array
  16261. bones = bones || [];
  16262. this.bones = bones.slice( 0 );
  16263. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16264. this.frame = - 1;
  16265. // use the supplied bone inverses or calculate the inverses
  16266. if ( boneInverses === undefined ) {
  16267. this.calculateInverses();
  16268. } else {
  16269. if ( this.bones.length === boneInverses.length ) {
  16270. this.boneInverses = boneInverses.slice( 0 );
  16271. } else {
  16272. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16273. this.boneInverses = [];
  16274. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16275. this.boneInverses.push( new Matrix4() );
  16276. }
  16277. }
  16278. }
  16279. }
  16280. Object.assign( Skeleton.prototype, {
  16281. calculateInverses: function () {
  16282. this.boneInverses = [];
  16283. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16284. var inverse = new Matrix4();
  16285. if ( this.bones[ i ] ) {
  16286. inverse.getInverse( this.bones[ i ].matrixWorld );
  16287. }
  16288. this.boneInverses.push( inverse );
  16289. }
  16290. },
  16291. pose: function () {
  16292. // recover the bind-time world matrices
  16293. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16294. var bone = this.bones[ i ];
  16295. if ( bone ) {
  16296. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16297. }
  16298. }
  16299. // compute the local matrices, positions, rotations and scales
  16300. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16301. var bone$1 = this.bones[ i$1 ];
  16302. if ( bone$1 ) {
  16303. if ( bone$1.parent && bone$1.parent.isBone ) {
  16304. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16305. bone$1.matrix.multiply( bone$1.matrixWorld );
  16306. } else {
  16307. bone$1.matrix.copy( bone$1.matrixWorld );
  16308. }
  16309. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16310. }
  16311. }
  16312. },
  16313. update: function () {
  16314. var bones = this.bones;
  16315. var boneInverses = this.boneInverses;
  16316. var boneMatrices = this.boneMatrices;
  16317. var boneTexture = this.boneTexture;
  16318. // flatten bone matrices to array
  16319. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16320. // compute the offset between the current and the original transform
  16321. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16322. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16323. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16324. }
  16325. if ( boneTexture !== undefined ) {
  16326. boneTexture.needsUpdate = true;
  16327. }
  16328. },
  16329. clone: function () {
  16330. return new Skeleton( this.bones, this.boneInverses );
  16331. },
  16332. getBoneByName: function ( name ) {
  16333. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16334. var bone = this.bones[ i ];
  16335. if ( bone.name === name ) {
  16336. return bone;
  16337. }
  16338. }
  16339. return undefined;
  16340. },
  16341. dispose: function ( ) {
  16342. if ( this.boneTexture ) {
  16343. this.boneTexture.dispose();
  16344. this.boneTexture = undefined;
  16345. }
  16346. }
  16347. } );
  16348. /**
  16349. * @author mikael emtinger / http://gomo.se/
  16350. * @author alteredq / http://alteredqualia.com/
  16351. * @author ikerr / http://verold.com
  16352. */
  16353. function Bone() {
  16354. Object3D.call( this );
  16355. this.type = 'Bone';
  16356. }
  16357. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16358. constructor: Bone,
  16359. isBone: true
  16360. } );
  16361. /**
  16362. * @author mrdoob / http://mrdoob.com/
  16363. */
  16364. var _instanceLocalMatrix = new Matrix4();
  16365. var _instanceWorldMatrix = new Matrix4();
  16366. var _instanceIntersects = [];
  16367. var _mesh = new Mesh();
  16368. function InstancedMesh( geometry, material, count ) {
  16369. Mesh.call( this, geometry, material );
  16370. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16371. this.count = count;
  16372. this.frustumCulled = false;
  16373. }
  16374. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16375. constructor: InstancedMesh,
  16376. isInstancedMesh: true,
  16377. copy: function ( source ) {
  16378. Mesh.prototype.copy.call( this, source );
  16379. this.instanceMatrix.copy( source.instanceMatrix );
  16380. this.count = source.count;
  16381. return this;
  16382. },
  16383. getMatrixAt: function ( index, matrix ) {
  16384. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16385. },
  16386. raycast: function ( raycaster, intersects ) {
  16387. var matrixWorld = this.matrixWorld;
  16388. var raycastTimes = this.count;
  16389. _mesh.geometry = this.geometry;
  16390. _mesh.material = this.material;
  16391. if ( _mesh.material === undefined ) { return; }
  16392. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16393. // calculate the world matrix for each instance
  16394. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16395. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16396. // the mesh represents this single instance
  16397. _mesh.matrixWorld = _instanceWorldMatrix;
  16398. _mesh.raycast( raycaster, _instanceIntersects );
  16399. // process the result of raycast
  16400. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16401. var intersect = _instanceIntersects[ i ];
  16402. intersect.instanceId = instanceId;
  16403. intersect.object = this;
  16404. intersects.push( intersect );
  16405. }
  16406. _instanceIntersects.length = 0;
  16407. }
  16408. },
  16409. setMatrixAt: function ( index, matrix ) {
  16410. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16411. },
  16412. updateMorphTargets: function () {
  16413. }
  16414. } );
  16415. /**
  16416. * @author mrdoob / http://mrdoob.com/
  16417. * @author alteredq / http://alteredqualia.com/
  16418. *
  16419. * parameters = {
  16420. * color: <hex>,
  16421. * opacity: <float>,
  16422. *
  16423. * linewidth: <float>,
  16424. * linecap: "round",
  16425. * linejoin: "round"
  16426. * }
  16427. */
  16428. function LineBasicMaterial( parameters ) {
  16429. Material.call( this );
  16430. this.type = 'LineBasicMaterial';
  16431. this.color = new Color( 0xffffff );
  16432. this.linewidth = 1;
  16433. this.linecap = 'round';
  16434. this.linejoin = 'round';
  16435. this.morphTargets = false;
  16436. this.setValues( parameters );
  16437. }
  16438. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16439. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16440. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16441. LineBasicMaterial.prototype.copy = function ( source ) {
  16442. Material.prototype.copy.call( this, source );
  16443. this.color.copy( source.color );
  16444. this.linewidth = source.linewidth;
  16445. this.linecap = source.linecap;
  16446. this.linejoin = source.linejoin;
  16447. this.morphTargets = source.morphTargets;
  16448. return this;
  16449. };
  16450. /**
  16451. * @author mrdoob / http://mrdoob.com/
  16452. */
  16453. var _start = new Vector3();
  16454. var _end = new Vector3();
  16455. var _inverseMatrix$1 = new Matrix4();
  16456. var _ray$1 = new Ray();
  16457. var _sphere$2 = new Sphere();
  16458. function Line( geometry, material, mode ) {
  16459. if ( mode === 1 ) {
  16460. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16461. }
  16462. Object3D.call( this );
  16463. this.type = 'Line';
  16464. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16465. this.material = material !== undefined ? material : new LineBasicMaterial();
  16466. this.updateMorphTargets();
  16467. }
  16468. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16469. constructor: Line,
  16470. isLine: true,
  16471. copy: function ( source ) {
  16472. Object3D.prototype.copy.call( this, source );
  16473. this.material = source.material;
  16474. this.geometry = source.geometry;
  16475. return this;
  16476. },
  16477. computeLineDistances: function () {
  16478. var geometry = this.geometry;
  16479. if ( geometry.isBufferGeometry ) {
  16480. // we assume non-indexed geometry
  16481. if ( geometry.index === null ) {
  16482. var positionAttribute = geometry.attributes.position;
  16483. var lineDistances = [ 0 ];
  16484. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16485. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16486. _end.fromBufferAttribute( positionAttribute, i );
  16487. lineDistances[ i ] = lineDistances[ i - 1 ];
  16488. lineDistances[ i ] += _start.distanceTo( _end );
  16489. }
  16490. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16491. } else {
  16492. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16493. }
  16494. } else if ( geometry.isGeometry ) {
  16495. var vertices = geometry.vertices;
  16496. var lineDistances$1 = geometry.lineDistances;
  16497. lineDistances$1[ 0 ] = 0;
  16498. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16499. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16500. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16501. }
  16502. }
  16503. return this;
  16504. },
  16505. raycast: function ( raycaster, intersects ) {
  16506. var geometry = this.geometry;
  16507. var matrixWorld = this.matrixWorld;
  16508. var threshold = raycaster.params.Line.threshold;
  16509. // Checking boundingSphere distance to ray
  16510. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16511. _sphere$2.copy( geometry.boundingSphere );
  16512. _sphere$2.applyMatrix4( matrixWorld );
  16513. _sphere$2.radius += threshold;
  16514. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16515. //
  16516. _inverseMatrix$1.getInverse( matrixWorld );
  16517. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16518. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16519. var localThresholdSq = localThreshold * localThreshold;
  16520. var vStart = new Vector3();
  16521. var vEnd = new Vector3();
  16522. var interSegment = new Vector3();
  16523. var interRay = new Vector3();
  16524. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16525. if ( geometry.isBufferGeometry ) {
  16526. var index = geometry.index;
  16527. var attributes = geometry.attributes;
  16528. var positions = attributes.position.array;
  16529. if ( index !== null ) {
  16530. var indices = index.array;
  16531. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16532. var a = indices[ i ];
  16533. var b = indices[ i + 1 ];
  16534. vStart.fromArray( positions, a * 3 );
  16535. vEnd.fromArray( positions, b * 3 );
  16536. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16537. if ( distSq > localThresholdSq ) { continue; }
  16538. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16539. var distance = raycaster.ray.origin.distanceTo( interRay );
  16540. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16541. intersects.push( {
  16542. distance: distance,
  16543. // What do we want? intersection point on the ray or on the segment??
  16544. // point: raycaster.ray.at( distance ),
  16545. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16546. index: i,
  16547. face: null,
  16548. faceIndex: null,
  16549. object: this
  16550. } );
  16551. }
  16552. } else {
  16553. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16554. vStart.fromArray( positions, 3 * i$1 );
  16555. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16556. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16557. if ( distSq$1 > localThresholdSq ) { continue; }
  16558. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16559. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16560. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16561. intersects.push( {
  16562. distance: distance$1,
  16563. // What do we want? intersection point on the ray or on the segment??
  16564. // point: raycaster.ray.at( distance ),
  16565. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16566. index: i$1,
  16567. face: null,
  16568. faceIndex: null,
  16569. object: this
  16570. } );
  16571. }
  16572. }
  16573. } else if ( geometry.isGeometry ) {
  16574. var vertices = geometry.vertices;
  16575. var nbVertices = vertices.length;
  16576. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16577. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16578. if ( distSq$2 > localThresholdSq ) { continue; }
  16579. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16580. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16581. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16582. intersects.push( {
  16583. distance: distance$2,
  16584. // What do we want? intersection point on the ray or on the segment??
  16585. // point: raycaster.ray.at( distance ),
  16586. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16587. index: i$2,
  16588. face: null,
  16589. faceIndex: null,
  16590. object: this
  16591. } );
  16592. }
  16593. }
  16594. },
  16595. updateMorphTargets: function () {
  16596. var geometry = this.geometry;
  16597. if ( geometry.isBufferGeometry ) {
  16598. var morphAttributes = geometry.morphAttributes;
  16599. var keys = Object.keys( morphAttributes );
  16600. if ( keys.length > 0 ) {
  16601. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16602. if ( morphAttribute !== undefined ) {
  16603. this.morphTargetInfluences = [];
  16604. this.morphTargetDictionary = {};
  16605. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16606. var name = morphAttribute[ m ].name || String( m );
  16607. this.morphTargetInfluences.push( 0 );
  16608. this.morphTargetDictionary[ name ] = m;
  16609. }
  16610. }
  16611. }
  16612. } else {
  16613. var morphTargets = geometry.morphTargets;
  16614. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16615. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16616. }
  16617. }
  16618. }
  16619. } );
  16620. /**
  16621. * @author mrdoob / http://mrdoob.com/
  16622. */
  16623. var _start$1 = new Vector3();
  16624. var _end$1 = new Vector3();
  16625. function LineSegments( geometry, material ) {
  16626. Line.call( this, geometry, material );
  16627. this.type = 'LineSegments';
  16628. }
  16629. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16630. constructor: LineSegments,
  16631. isLineSegments: true,
  16632. computeLineDistances: function () {
  16633. var geometry = this.geometry;
  16634. if ( geometry.isBufferGeometry ) {
  16635. // we assume non-indexed geometry
  16636. if ( geometry.index === null ) {
  16637. var positionAttribute = geometry.attributes.position;
  16638. var lineDistances = [];
  16639. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16640. _start$1.fromBufferAttribute( positionAttribute, i );
  16641. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16642. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16643. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16644. }
  16645. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16646. } else {
  16647. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16648. }
  16649. } else if ( geometry.isGeometry ) {
  16650. var vertices = geometry.vertices;
  16651. var lineDistances$1 = geometry.lineDistances;
  16652. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16653. _start$1.copy( vertices[ i$1 ] );
  16654. _end$1.copy( vertices[ i$1 + 1 ] );
  16655. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16656. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16657. }
  16658. }
  16659. return this;
  16660. }
  16661. } );
  16662. /**
  16663. * @author mgreter / http://github.com/mgreter
  16664. */
  16665. function LineLoop( geometry, material ) {
  16666. Line.call( this, geometry, material );
  16667. this.type = 'LineLoop';
  16668. }
  16669. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16670. constructor: LineLoop,
  16671. isLineLoop: true,
  16672. } );
  16673. /**
  16674. * @author mrdoob / http://mrdoob.com/
  16675. * @author alteredq / http://alteredqualia.com/
  16676. *
  16677. * parameters = {
  16678. * color: <hex>,
  16679. * opacity: <float>,
  16680. * map: new THREE.Texture( <Image> ),
  16681. * alphaMap: new THREE.Texture( <Image> ),
  16682. *
  16683. * size: <float>,
  16684. * sizeAttenuation: <bool>
  16685. *
  16686. * morphTargets: <bool>
  16687. * }
  16688. */
  16689. function PointsMaterial( parameters ) {
  16690. Material.call( this );
  16691. this.type = 'PointsMaterial';
  16692. this.color = new Color( 0xffffff );
  16693. this.map = null;
  16694. this.alphaMap = null;
  16695. this.size = 1;
  16696. this.sizeAttenuation = true;
  16697. this.morphTargets = false;
  16698. this.setValues( parameters );
  16699. }
  16700. PointsMaterial.prototype = Object.create( Material.prototype );
  16701. PointsMaterial.prototype.constructor = PointsMaterial;
  16702. PointsMaterial.prototype.isPointsMaterial = true;
  16703. PointsMaterial.prototype.copy = function ( source ) {
  16704. Material.prototype.copy.call( this, source );
  16705. this.color.copy( source.color );
  16706. this.map = source.map;
  16707. this.alphaMap = source.alphaMap;
  16708. this.size = source.size;
  16709. this.sizeAttenuation = source.sizeAttenuation;
  16710. this.morphTargets = source.morphTargets;
  16711. return this;
  16712. };
  16713. /**
  16714. * @author alteredq / http://alteredqualia.com/
  16715. */
  16716. var _inverseMatrix$2 = new Matrix4();
  16717. var _ray$2 = new Ray();
  16718. var _sphere$3 = new Sphere();
  16719. var _position$1 = new Vector3();
  16720. function Points( geometry, material ) {
  16721. Object3D.call( this );
  16722. this.type = 'Points';
  16723. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16724. this.material = material !== undefined ? material : new PointsMaterial();
  16725. this.updateMorphTargets();
  16726. }
  16727. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16728. constructor: Points,
  16729. isPoints: true,
  16730. copy: function ( source ) {
  16731. Object3D.prototype.copy.call( this, source );
  16732. this.material = source.material;
  16733. this.geometry = source.geometry;
  16734. return this;
  16735. },
  16736. raycast: function ( raycaster, intersects ) {
  16737. var geometry = this.geometry;
  16738. var matrixWorld = this.matrixWorld;
  16739. var threshold = raycaster.params.Points.threshold;
  16740. // Checking boundingSphere distance to ray
  16741. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16742. _sphere$3.copy( geometry.boundingSphere );
  16743. _sphere$3.applyMatrix4( matrixWorld );
  16744. _sphere$3.radius += threshold;
  16745. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16746. //
  16747. _inverseMatrix$2.getInverse( matrixWorld );
  16748. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16749. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16750. var localThresholdSq = localThreshold * localThreshold;
  16751. if ( geometry.isBufferGeometry ) {
  16752. var index = geometry.index;
  16753. var attributes = geometry.attributes;
  16754. var positions = attributes.position.array;
  16755. if ( index !== null ) {
  16756. var indices = index.array;
  16757. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16758. var a = indices[ i ];
  16759. _position$1.fromArray( positions, a * 3 );
  16760. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16761. }
  16762. } else {
  16763. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  16764. _position$1.fromArray( positions, i$1 * 3 );
  16765. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16766. }
  16767. }
  16768. } else {
  16769. var vertices = geometry.vertices;
  16770. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  16771. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16772. }
  16773. }
  16774. },
  16775. updateMorphTargets: function () {
  16776. var geometry = this.geometry;
  16777. if ( geometry.isBufferGeometry ) {
  16778. var morphAttributes = geometry.morphAttributes;
  16779. var keys = Object.keys( morphAttributes );
  16780. if ( keys.length > 0 ) {
  16781. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16782. if ( morphAttribute !== undefined ) {
  16783. this.morphTargetInfluences = [];
  16784. this.morphTargetDictionary = {};
  16785. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16786. var name = morphAttribute[ m ].name || String( m );
  16787. this.morphTargetInfluences.push( 0 );
  16788. this.morphTargetDictionary[ name ] = m;
  16789. }
  16790. }
  16791. }
  16792. } else {
  16793. var morphTargets = geometry.morphTargets;
  16794. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16795. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16796. }
  16797. }
  16798. }
  16799. } );
  16800. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16801. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16802. if ( rayPointDistanceSq < localThresholdSq ) {
  16803. var intersectPoint = new Vector3();
  16804. _ray$2.closestPointToPoint( point, intersectPoint );
  16805. intersectPoint.applyMatrix4( matrixWorld );
  16806. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16807. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16808. intersects.push( {
  16809. distance: distance,
  16810. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16811. point: intersectPoint,
  16812. index: index,
  16813. face: null,
  16814. object: object
  16815. } );
  16816. }
  16817. }
  16818. /**
  16819. * @author mrdoob / http://mrdoob.com/
  16820. */
  16821. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16822. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16823. this.format = format !== undefined ? format : RGBFormat;
  16824. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16825. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16826. this.generateMipmaps = false;
  16827. }
  16828. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16829. constructor: VideoTexture,
  16830. isVideoTexture: true,
  16831. update: function () {
  16832. var video = this.image;
  16833. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16834. this.needsUpdate = true;
  16835. }
  16836. }
  16837. } );
  16838. /**
  16839. * @author alteredq / http://alteredqualia.com/
  16840. */
  16841. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16842. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16843. this.image = { width: width, height: height };
  16844. this.mipmaps = mipmaps;
  16845. // no flipping for cube textures
  16846. // (also flipping doesn't work for compressed textures )
  16847. this.flipY = false;
  16848. // can't generate mipmaps for compressed textures
  16849. // mips must be embedded in DDS files
  16850. this.generateMipmaps = false;
  16851. }
  16852. CompressedTexture.prototype = Object.create( Texture.prototype );
  16853. CompressedTexture.prototype.constructor = CompressedTexture;
  16854. CompressedTexture.prototype.isCompressedTexture = true;
  16855. /**
  16856. * @author mrdoob / http://mrdoob.com/
  16857. */
  16858. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16859. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16860. this.needsUpdate = true;
  16861. }
  16862. CanvasTexture.prototype = Object.create( Texture.prototype );
  16863. CanvasTexture.prototype.constructor = CanvasTexture;
  16864. CanvasTexture.prototype.isCanvasTexture = true;
  16865. /**
  16866. * @author Matt DesLauriers / @mattdesl
  16867. * @author atix / arthursilber.de
  16868. */
  16869. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16870. format = format !== undefined ? format : DepthFormat;
  16871. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16872. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16873. }
  16874. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16875. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16876. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16877. this.image = { width: width, height: height };
  16878. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16879. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16880. this.flipY = false;
  16881. this.generateMipmaps = false;
  16882. }
  16883. DepthTexture.prototype = Object.create( Texture.prototype );
  16884. DepthTexture.prototype.constructor = DepthTexture;
  16885. DepthTexture.prototype.isDepthTexture = true;
  16886. /**
  16887. * @author mrdoob / http://mrdoob.com/
  16888. * @author Mugen87 / https://github.com/Mugen87
  16889. */
  16890. function WireframeGeometry( geometry ) {
  16891. BufferGeometry.call( this );
  16892. this.type = 'WireframeGeometry';
  16893. // buffer
  16894. var vertices = [];
  16895. // helper variables
  16896. var edge = [ 0, 0 ], edges = {};
  16897. var keys = [ 'a', 'b', 'c' ];
  16898. // different logic for Geometry and BufferGeometry
  16899. if ( geometry && geometry.isGeometry ) {
  16900. // create a data structure that contains all edges without duplicates
  16901. var faces = geometry.faces;
  16902. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  16903. var face = faces[ i ];
  16904. for ( var j = 0; j < 3; j ++ ) {
  16905. var edge1 = face[ keys[ j ] ];
  16906. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16907. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16908. edge[ 1 ] = Math.max( edge1, edge2 );
  16909. var key = edge[ 0 ] + ',' + edge[ 1 ];
  16910. if ( edges[ key ] === undefined ) {
  16911. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16912. }
  16913. }
  16914. }
  16915. // generate vertices
  16916. for ( var key$1 in edges ) {
  16917. var e = edges[ key$1 ];
  16918. var vertex = geometry.vertices[ e.index1 ];
  16919. vertices.push( vertex.x, vertex.y, vertex.z );
  16920. vertex = geometry.vertices[ e.index2 ];
  16921. vertices.push( vertex.x, vertex.y, vertex.z );
  16922. }
  16923. } else if ( geometry && geometry.isBufferGeometry ) {
  16924. var vertex$1 = new Vector3();
  16925. if ( geometry.index !== null ) {
  16926. // indexed BufferGeometry
  16927. var position = geometry.attributes.position;
  16928. var indices = geometry.index;
  16929. var groups = geometry.groups;
  16930. if ( groups.length === 0 ) {
  16931. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16932. }
  16933. // create a data structure that contains all eges without duplicates
  16934. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  16935. var group = groups[ o ];
  16936. var start = group.start;
  16937. var count = group.count;
  16938. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  16939. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  16940. var edge1$1 = indices.getX( i$1 + j$1 );
  16941. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  16942. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  16943. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  16944. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  16945. if ( edges[ key$2 ] === undefined ) {
  16946. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16947. }
  16948. }
  16949. }
  16950. }
  16951. // generate vertices
  16952. for ( var key$3 in edges ) {
  16953. var e$1 = edges[ key$3 ];
  16954. vertex$1.fromBufferAttribute( position, e$1.index1 );
  16955. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16956. vertex$1.fromBufferAttribute( position, e$1.index2 );
  16957. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16958. }
  16959. } else {
  16960. // non-indexed BufferGeometry
  16961. var position$1 = geometry.attributes.position;
  16962. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  16963. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  16964. // three edges per triangle, an edge is represented as (index1, index2)
  16965. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16966. var index1 = 3 * i$2 + j$2;
  16967. vertex$1.fromBufferAttribute( position$1, index1 );
  16968. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16969. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  16970. vertex$1.fromBufferAttribute( position$1, index2 );
  16971. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16972. }
  16973. }
  16974. }
  16975. }
  16976. // build geometry
  16977. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16978. }
  16979. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16980. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16981. /**
  16982. * @author zz85 / https://github.com/zz85
  16983. * @author Mugen87 / https://github.com/Mugen87
  16984. *
  16985. * Parametric Surfaces Geometry
  16986. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16987. */
  16988. // ParametricGeometry
  16989. function ParametricGeometry( func, slices, stacks ) {
  16990. Geometry.call( this );
  16991. this.type = 'ParametricGeometry';
  16992. this.parameters = {
  16993. func: func,
  16994. slices: slices,
  16995. stacks: stacks
  16996. };
  16997. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16998. this.mergeVertices();
  16999. }
  17000. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17001. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17002. // ParametricBufferGeometry
  17003. function ParametricBufferGeometry( func, slices, stacks ) {
  17004. BufferGeometry.call( this );
  17005. this.type = 'ParametricBufferGeometry';
  17006. this.parameters = {
  17007. func: func,
  17008. slices: slices,
  17009. stacks: stacks
  17010. };
  17011. // buffers
  17012. var indices = [];
  17013. var vertices = [];
  17014. var normals = [];
  17015. var uvs = [];
  17016. var EPS = 0.00001;
  17017. var normal = new Vector3();
  17018. var p0 = new Vector3(), p1 = new Vector3();
  17019. var pu = new Vector3(), pv = new Vector3();
  17020. if ( func.length < 3 ) {
  17021. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17022. }
  17023. // generate vertices, normals and uvs
  17024. var sliceCount = slices + 1;
  17025. for ( var i = 0; i <= stacks; i ++ ) {
  17026. var v = i / stacks;
  17027. for ( var j = 0; j <= slices; j ++ ) {
  17028. var u = j / slices;
  17029. // vertex
  17030. func( u, v, p0 );
  17031. vertices.push( p0.x, p0.y, p0.z );
  17032. // normal
  17033. // approximate tangent vectors via finite differences
  17034. if ( u - EPS >= 0 ) {
  17035. func( u - EPS, v, p1 );
  17036. pu.subVectors( p0, p1 );
  17037. } else {
  17038. func( u + EPS, v, p1 );
  17039. pu.subVectors( p1, p0 );
  17040. }
  17041. if ( v - EPS >= 0 ) {
  17042. func( u, v - EPS, p1 );
  17043. pv.subVectors( p0, p1 );
  17044. } else {
  17045. func( u, v + EPS, p1 );
  17046. pv.subVectors( p1, p0 );
  17047. }
  17048. // cross product of tangent vectors returns surface normal
  17049. normal.crossVectors( pu, pv ).normalize();
  17050. normals.push( normal.x, normal.y, normal.z );
  17051. // uv
  17052. uvs.push( u, v );
  17053. }
  17054. }
  17055. // generate indices
  17056. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17057. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17058. var a = i$1 * sliceCount + j$1;
  17059. var b = i$1 * sliceCount + j$1 + 1;
  17060. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17061. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17062. // faces one and two
  17063. indices.push( a, b, d );
  17064. indices.push( b, c, d );
  17065. }
  17066. }
  17067. // build geometry
  17068. this.setIndex( indices );
  17069. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17070. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17071. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17072. }
  17073. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17074. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17075. /**
  17076. * @author clockworkgeek / https://github.com/clockworkgeek
  17077. * @author timothypratley / https://github.com/timothypratley
  17078. * @author WestLangley / http://github.com/WestLangley
  17079. * @author Mugen87 / https://github.com/Mugen87
  17080. */
  17081. // PolyhedronGeometry
  17082. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17083. Geometry.call( this );
  17084. this.type = 'PolyhedronGeometry';
  17085. this.parameters = {
  17086. vertices: vertices,
  17087. indices: indices,
  17088. radius: radius,
  17089. detail: detail
  17090. };
  17091. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17092. this.mergeVertices();
  17093. }
  17094. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17095. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17096. // PolyhedronBufferGeometry
  17097. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17098. BufferGeometry.call( this );
  17099. this.type = 'PolyhedronBufferGeometry';
  17100. this.parameters = {
  17101. vertices: vertices,
  17102. indices: indices,
  17103. radius: radius,
  17104. detail: detail
  17105. };
  17106. radius = radius || 1;
  17107. detail = detail || 0;
  17108. // default buffer data
  17109. var vertexBuffer = [];
  17110. var uvBuffer = [];
  17111. // the subdivision creates the vertex buffer data
  17112. subdivide( detail );
  17113. // all vertices should lie on a conceptual sphere with a given radius
  17114. applyRadius( radius );
  17115. // finally, create the uv data
  17116. generateUVs();
  17117. // build non-indexed geometry
  17118. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17119. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17120. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17121. if ( detail === 0 ) {
  17122. this.computeVertexNormals(); // flat normals
  17123. } else {
  17124. this.normalizeNormals(); // smooth normals
  17125. }
  17126. // helper functions
  17127. function subdivide( detail ) {
  17128. var a = new Vector3();
  17129. var b = new Vector3();
  17130. var c = new Vector3();
  17131. // iterate over all faces and apply a subdivison with the given detail value
  17132. for ( var i = 0; i < indices.length; i += 3 ) {
  17133. // get the vertices of the face
  17134. getVertexByIndex( indices[ i + 0 ], a );
  17135. getVertexByIndex( indices[ i + 1 ], b );
  17136. getVertexByIndex( indices[ i + 2 ], c );
  17137. // perform subdivision
  17138. subdivideFace( a, b, c, detail );
  17139. }
  17140. }
  17141. function subdivideFace( a, b, c, detail ) {
  17142. var cols = Math.pow( 2, detail );
  17143. // we use this multidimensional array as a data structure for creating the subdivision
  17144. var v = [];
  17145. // construct all of the vertices for this subdivision
  17146. for ( var i = 0; i <= cols; i ++ ) {
  17147. v[ i ] = [];
  17148. var aj = a.clone().lerp( c, i / cols );
  17149. var bj = b.clone().lerp( c, i / cols );
  17150. var rows = cols - i;
  17151. for ( var j = 0; j <= rows; j ++ ) {
  17152. if ( j === 0 && i === cols ) {
  17153. v[ i ][ j ] = aj;
  17154. } else {
  17155. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17156. }
  17157. }
  17158. }
  17159. // construct all of the faces
  17160. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17161. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17162. var k = Math.floor( j$1 / 2 );
  17163. if ( j$1 % 2 === 0 ) {
  17164. pushVertex( v[ i$1 ][ k + 1 ] );
  17165. pushVertex( v[ i$1 + 1 ][ k ] );
  17166. pushVertex( v[ i$1 ][ k ] );
  17167. } else {
  17168. pushVertex( v[ i$1 ][ k + 1 ] );
  17169. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17170. pushVertex( v[ i$1 + 1 ][ k ] );
  17171. }
  17172. }
  17173. }
  17174. }
  17175. function applyRadius( radius ) {
  17176. var vertex = new Vector3();
  17177. // iterate over the entire buffer and apply the radius to each vertex
  17178. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17179. vertex.x = vertexBuffer[ i + 0 ];
  17180. vertex.y = vertexBuffer[ i + 1 ];
  17181. vertex.z = vertexBuffer[ i + 2 ];
  17182. vertex.normalize().multiplyScalar( radius );
  17183. vertexBuffer[ i + 0 ] = vertex.x;
  17184. vertexBuffer[ i + 1 ] = vertex.y;
  17185. vertexBuffer[ i + 2 ] = vertex.z;
  17186. }
  17187. }
  17188. function generateUVs() {
  17189. var vertex = new Vector3();
  17190. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17191. vertex.x = vertexBuffer[ i + 0 ];
  17192. vertex.y = vertexBuffer[ i + 1 ];
  17193. vertex.z = vertexBuffer[ i + 2 ];
  17194. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17195. var v = inclination( vertex ) / Math.PI + 0.5;
  17196. uvBuffer.push( u, 1 - v );
  17197. }
  17198. correctUVs();
  17199. correctSeam();
  17200. }
  17201. function correctSeam() {
  17202. // handle case when face straddles the seam, see #3269
  17203. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17204. // uv data of a single face
  17205. var x0 = uvBuffer[ i + 0 ];
  17206. var x1 = uvBuffer[ i + 2 ];
  17207. var x2 = uvBuffer[ i + 4 ];
  17208. var max = Math.max( x0, x1, x2 );
  17209. var min = Math.min( x0, x1, x2 );
  17210. // 0.9 is somewhat arbitrary
  17211. if ( max > 0.9 && min < 0.1 ) {
  17212. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17213. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17214. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17215. }
  17216. }
  17217. }
  17218. function pushVertex( vertex ) {
  17219. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17220. }
  17221. function getVertexByIndex( index, vertex ) {
  17222. var stride = index * 3;
  17223. vertex.x = vertices[ stride + 0 ];
  17224. vertex.y = vertices[ stride + 1 ];
  17225. vertex.z = vertices[ stride + 2 ];
  17226. }
  17227. function correctUVs() {
  17228. var a = new Vector3();
  17229. var b = new Vector3();
  17230. var c = new Vector3();
  17231. var centroid = new Vector3();
  17232. var uvA = new Vector2();
  17233. var uvB = new Vector2();
  17234. var uvC = new Vector2();
  17235. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17236. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17237. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17238. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17239. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17240. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17241. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17242. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17243. var azi = azimuth( centroid );
  17244. correctUV( uvA, j + 0, a, azi );
  17245. correctUV( uvB, j + 2, b, azi );
  17246. correctUV( uvC, j + 4, c, azi );
  17247. }
  17248. }
  17249. function correctUV( uv, stride, vector, azimuth ) {
  17250. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17251. uvBuffer[ stride ] = uv.x - 1;
  17252. }
  17253. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17254. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17255. }
  17256. }
  17257. // Angle around the Y axis, counter-clockwise when looking from above.
  17258. function azimuth( vector ) {
  17259. return Math.atan2( vector.z, - vector.x );
  17260. }
  17261. // Angle above the XZ plane.
  17262. function inclination( vector ) {
  17263. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17264. }
  17265. }
  17266. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17267. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17268. /**
  17269. * @author timothypratley / https://github.com/timothypratley
  17270. * @author Mugen87 / https://github.com/Mugen87
  17271. */
  17272. // TetrahedronGeometry
  17273. function TetrahedronGeometry( radius, detail ) {
  17274. Geometry.call( this );
  17275. this.type = 'TetrahedronGeometry';
  17276. this.parameters = {
  17277. radius: radius,
  17278. detail: detail
  17279. };
  17280. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17281. this.mergeVertices();
  17282. }
  17283. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17284. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17285. // TetrahedronBufferGeometry
  17286. function TetrahedronBufferGeometry( radius, detail ) {
  17287. var vertices = [
  17288. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17289. ];
  17290. var indices = [
  17291. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17292. ];
  17293. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17294. this.type = 'TetrahedronBufferGeometry';
  17295. this.parameters = {
  17296. radius: radius,
  17297. detail: detail
  17298. };
  17299. }
  17300. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17301. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17302. /**
  17303. * @author timothypratley / https://github.com/timothypratley
  17304. * @author Mugen87 / https://github.com/Mugen87
  17305. */
  17306. // OctahedronGeometry
  17307. function OctahedronGeometry( radius, detail ) {
  17308. Geometry.call( this );
  17309. this.type = 'OctahedronGeometry';
  17310. this.parameters = {
  17311. radius: radius,
  17312. detail: detail
  17313. };
  17314. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17315. this.mergeVertices();
  17316. }
  17317. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17318. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17319. // OctahedronBufferGeometry
  17320. function OctahedronBufferGeometry( radius, detail ) {
  17321. var vertices = [
  17322. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17323. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17324. ];
  17325. var indices = [
  17326. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17327. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17328. 1, 3, 4, 1, 4, 2
  17329. ];
  17330. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17331. this.type = 'OctahedronBufferGeometry';
  17332. this.parameters = {
  17333. radius: radius,
  17334. detail: detail
  17335. };
  17336. }
  17337. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17338. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17339. /**
  17340. * @author timothypratley / https://github.com/timothypratley
  17341. * @author Mugen87 / https://github.com/Mugen87
  17342. */
  17343. // IcosahedronGeometry
  17344. function IcosahedronGeometry( radius, detail ) {
  17345. Geometry.call( this );
  17346. this.type = 'IcosahedronGeometry';
  17347. this.parameters = {
  17348. radius: radius,
  17349. detail: detail
  17350. };
  17351. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17352. this.mergeVertices();
  17353. }
  17354. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17355. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17356. // IcosahedronBufferGeometry
  17357. function IcosahedronBufferGeometry( radius, detail ) {
  17358. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17359. var vertices = [
  17360. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17361. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17362. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17363. ];
  17364. var indices = [
  17365. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17366. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17367. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17368. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17369. ];
  17370. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17371. this.type = 'IcosahedronBufferGeometry';
  17372. this.parameters = {
  17373. radius: radius,
  17374. detail: detail
  17375. };
  17376. }
  17377. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17378. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17379. /**
  17380. * @author Abe Pazos / https://hamoid.com
  17381. * @author Mugen87 / https://github.com/Mugen87
  17382. */
  17383. // DodecahedronGeometry
  17384. function DodecahedronGeometry( radius, detail ) {
  17385. Geometry.call( this );
  17386. this.type = 'DodecahedronGeometry';
  17387. this.parameters = {
  17388. radius: radius,
  17389. detail: detail
  17390. };
  17391. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17392. this.mergeVertices();
  17393. }
  17394. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17395. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17396. // DodecahedronBufferGeometry
  17397. function DodecahedronBufferGeometry( radius, detail ) {
  17398. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17399. var r = 1 / t;
  17400. var vertices = [
  17401. // (±1, ±1, ±1)
  17402. - 1, - 1, - 1, - 1, - 1, 1,
  17403. - 1, 1, - 1, - 1, 1, 1,
  17404. 1, - 1, - 1, 1, - 1, 1,
  17405. 1, 1, - 1, 1, 1, 1,
  17406. // (0, ±1/φ, ±φ)
  17407. 0, - r, - t, 0, - r, t,
  17408. 0, r, - t, 0, r, t,
  17409. // (±1/φ, ±φ, 0)
  17410. - r, - t, 0, - r, t, 0,
  17411. r, - t, 0, r, t, 0,
  17412. // (±φ, 0, ±1/φ)
  17413. - t, 0, - r, t, 0, - r,
  17414. - t, 0, r, t, 0, r
  17415. ];
  17416. var indices = [
  17417. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17418. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17419. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17420. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17421. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17422. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17423. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17424. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17425. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17426. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17427. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17428. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17429. ];
  17430. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17431. this.type = 'DodecahedronBufferGeometry';
  17432. this.parameters = {
  17433. radius: radius,
  17434. detail: detail
  17435. };
  17436. }
  17437. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17438. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17439. /**
  17440. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17441. * @author WestLangley / https://github.com/WestLangley
  17442. * @author zz85 / https://github.com/zz85
  17443. * @author miningold / https://github.com/miningold
  17444. * @author jonobr1 / https://github.com/jonobr1
  17445. * @author Mugen87 / https://github.com/Mugen87
  17446. *
  17447. */
  17448. // TubeGeometry
  17449. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17450. Geometry.call( this );
  17451. this.type = 'TubeGeometry';
  17452. this.parameters = {
  17453. path: path,
  17454. tubularSegments: tubularSegments,
  17455. radius: radius,
  17456. radialSegments: radialSegments,
  17457. closed: closed
  17458. };
  17459. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17460. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17461. // expose internals
  17462. this.tangents = bufferGeometry.tangents;
  17463. this.normals = bufferGeometry.normals;
  17464. this.binormals = bufferGeometry.binormals;
  17465. // create geometry
  17466. this.fromBufferGeometry( bufferGeometry );
  17467. this.mergeVertices();
  17468. }
  17469. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17470. TubeGeometry.prototype.constructor = TubeGeometry;
  17471. // TubeBufferGeometry
  17472. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17473. BufferGeometry.call( this );
  17474. this.type = 'TubeBufferGeometry';
  17475. this.parameters = {
  17476. path: path,
  17477. tubularSegments: tubularSegments,
  17478. radius: radius,
  17479. radialSegments: radialSegments,
  17480. closed: closed
  17481. };
  17482. tubularSegments = tubularSegments || 64;
  17483. radius = radius || 1;
  17484. radialSegments = radialSegments || 8;
  17485. closed = closed || false;
  17486. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17487. // expose internals
  17488. this.tangents = frames.tangents;
  17489. this.normals = frames.normals;
  17490. this.binormals = frames.binormals;
  17491. // helper variables
  17492. var vertex = new Vector3();
  17493. var normal = new Vector3();
  17494. var uv = new Vector2();
  17495. var P = new Vector3();
  17496. // buffer
  17497. var vertices = [];
  17498. var normals = [];
  17499. var uvs = [];
  17500. var indices = [];
  17501. // create buffer data
  17502. generateBufferData();
  17503. // build geometry
  17504. this.setIndex( indices );
  17505. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17506. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17507. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17508. // functions
  17509. function generateBufferData() {
  17510. for ( var i = 0; i < tubularSegments; i ++ ) {
  17511. generateSegment( i );
  17512. }
  17513. // if the geometry is not closed, generate the last row of vertices and normals
  17514. // at the regular position on the given path
  17515. //
  17516. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17517. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17518. // uvs are generated in a separate function.
  17519. // this makes it easy compute correct values for closed geometries
  17520. generateUVs();
  17521. // finally create faces
  17522. generateIndices();
  17523. }
  17524. function generateSegment( i ) {
  17525. // we use getPointAt to sample evenly distributed points from the given path
  17526. P = path.getPointAt( i / tubularSegments, P );
  17527. // retrieve corresponding normal and binormal
  17528. var N = frames.normals[ i ];
  17529. var B = frames.binormals[ i ];
  17530. // generate normals and vertices for the current segment
  17531. for ( var j = 0; j <= radialSegments; j ++ ) {
  17532. var v = j / radialSegments * Math.PI * 2;
  17533. var sin = Math.sin( v );
  17534. var cos = - Math.cos( v );
  17535. // normal
  17536. normal.x = ( cos * N.x + sin * B.x );
  17537. normal.y = ( cos * N.y + sin * B.y );
  17538. normal.z = ( cos * N.z + sin * B.z );
  17539. normal.normalize();
  17540. normals.push( normal.x, normal.y, normal.z );
  17541. // vertex
  17542. vertex.x = P.x + radius * normal.x;
  17543. vertex.y = P.y + radius * normal.y;
  17544. vertex.z = P.z + radius * normal.z;
  17545. vertices.push( vertex.x, vertex.y, vertex.z );
  17546. }
  17547. }
  17548. function generateIndices() {
  17549. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17550. for ( var i = 1; i <= radialSegments; i ++ ) {
  17551. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17552. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17553. var c = ( radialSegments + 1 ) * j + i;
  17554. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17555. // faces
  17556. indices.push( a, b, d );
  17557. indices.push( b, c, d );
  17558. }
  17559. }
  17560. }
  17561. function generateUVs() {
  17562. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17563. for ( var j = 0; j <= radialSegments; j ++ ) {
  17564. uv.x = i / tubularSegments;
  17565. uv.y = j / radialSegments;
  17566. uvs.push( uv.x, uv.y );
  17567. }
  17568. }
  17569. }
  17570. }
  17571. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17572. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17573. TubeBufferGeometry.prototype.toJSON = function () {
  17574. var data = BufferGeometry.prototype.toJSON.call( this );
  17575. data.path = this.parameters.path.toJSON();
  17576. return data;
  17577. };
  17578. /**
  17579. * @author oosmoxiecode
  17580. * @author Mugen87 / https://github.com/Mugen87
  17581. *
  17582. * based on http://www.blackpawn.com/texts/pqtorus/
  17583. */
  17584. // TorusKnotGeometry
  17585. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17586. Geometry.call( this );
  17587. this.type = 'TorusKnotGeometry';
  17588. this.parameters = {
  17589. radius: radius,
  17590. tube: tube,
  17591. tubularSegments: tubularSegments,
  17592. radialSegments: radialSegments,
  17593. p: p,
  17594. q: q
  17595. };
  17596. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17597. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17598. this.mergeVertices();
  17599. }
  17600. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17601. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17602. // TorusKnotBufferGeometry
  17603. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17604. BufferGeometry.call( this );
  17605. this.type = 'TorusKnotBufferGeometry';
  17606. this.parameters = {
  17607. radius: radius,
  17608. tube: tube,
  17609. tubularSegments: tubularSegments,
  17610. radialSegments: radialSegments,
  17611. p: p,
  17612. q: q
  17613. };
  17614. radius = radius || 1;
  17615. tube = tube || 0.4;
  17616. tubularSegments = Math.floor( tubularSegments ) || 64;
  17617. radialSegments = Math.floor( radialSegments ) || 8;
  17618. p = p || 2;
  17619. q = q || 3;
  17620. // buffers
  17621. var indices = [];
  17622. var vertices = [];
  17623. var normals = [];
  17624. var uvs = [];
  17625. // helper variables
  17626. var vertex = new Vector3();
  17627. var normal = new Vector3();
  17628. var P1 = new Vector3();
  17629. var P2 = new Vector3();
  17630. var B = new Vector3();
  17631. var T = new Vector3();
  17632. var N = new Vector3();
  17633. // generate vertices, normals and uvs
  17634. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17635. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17636. var u = i / tubularSegments * p * Math.PI * 2;
  17637. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17638. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17639. calculatePositionOnCurve( u, p, q, radius, P1 );
  17640. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17641. // calculate orthonormal basis
  17642. T.subVectors( P2, P1 );
  17643. N.addVectors( P2, P1 );
  17644. B.crossVectors( T, N );
  17645. N.crossVectors( B, T );
  17646. // normalize B, N. T can be ignored, we don't use it
  17647. B.normalize();
  17648. N.normalize();
  17649. for ( var j = 0; j <= radialSegments; ++ j ) {
  17650. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17651. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17652. var v = j / radialSegments * Math.PI * 2;
  17653. var cx = - tube * Math.cos( v );
  17654. var cy = tube * Math.sin( v );
  17655. // now calculate the final vertex position.
  17656. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17657. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17658. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17659. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17660. vertices.push( vertex.x, vertex.y, vertex.z );
  17661. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17662. normal.subVectors( vertex, P1 ).normalize();
  17663. normals.push( normal.x, normal.y, normal.z );
  17664. // uv
  17665. uvs.push( i / tubularSegments );
  17666. uvs.push( j / radialSegments );
  17667. }
  17668. }
  17669. // generate indices
  17670. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17671. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17672. // indices
  17673. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17674. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17675. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17676. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17677. // faces
  17678. indices.push( a, b, d );
  17679. indices.push( b, c, d );
  17680. }
  17681. }
  17682. // build geometry
  17683. this.setIndex( indices );
  17684. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17685. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17686. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17687. // this function calculates the current position on the torus curve
  17688. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17689. var cu = Math.cos( u );
  17690. var su = Math.sin( u );
  17691. var quOverP = q / p * u;
  17692. var cs = Math.cos( quOverP );
  17693. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17694. position.y = radius * ( 2 + cs ) * su * 0.5;
  17695. position.z = radius * Math.sin( quOverP ) * 0.5;
  17696. }
  17697. }
  17698. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17699. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17700. /**
  17701. * @author oosmoxiecode
  17702. * @author mrdoob / http://mrdoob.com/
  17703. * @author Mugen87 / https://github.com/Mugen87
  17704. */
  17705. // TorusGeometry
  17706. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17707. Geometry.call( this );
  17708. this.type = 'TorusGeometry';
  17709. this.parameters = {
  17710. radius: radius,
  17711. tube: tube,
  17712. radialSegments: radialSegments,
  17713. tubularSegments: tubularSegments,
  17714. arc: arc
  17715. };
  17716. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17717. this.mergeVertices();
  17718. }
  17719. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17720. TorusGeometry.prototype.constructor = TorusGeometry;
  17721. // TorusBufferGeometry
  17722. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17723. BufferGeometry.call( this );
  17724. this.type = 'TorusBufferGeometry';
  17725. this.parameters = {
  17726. radius: radius,
  17727. tube: tube,
  17728. radialSegments: radialSegments,
  17729. tubularSegments: tubularSegments,
  17730. arc: arc
  17731. };
  17732. radius = radius || 1;
  17733. tube = tube || 0.4;
  17734. radialSegments = Math.floor( radialSegments ) || 8;
  17735. tubularSegments = Math.floor( tubularSegments ) || 6;
  17736. arc = arc || Math.PI * 2;
  17737. // buffers
  17738. var indices = [];
  17739. var vertices = [];
  17740. var normals = [];
  17741. var uvs = [];
  17742. // helper variables
  17743. var center = new Vector3();
  17744. var vertex = new Vector3();
  17745. var normal = new Vector3();
  17746. // generate vertices, normals and uvs
  17747. for ( var j = 0; j <= radialSegments; j ++ ) {
  17748. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17749. var u = i / tubularSegments * arc;
  17750. var v = j / radialSegments * Math.PI * 2;
  17751. // vertex
  17752. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17753. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17754. vertex.z = tube * Math.sin( v );
  17755. vertices.push( vertex.x, vertex.y, vertex.z );
  17756. // normal
  17757. center.x = radius * Math.cos( u );
  17758. center.y = radius * Math.sin( u );
  17759. normal.subVectors( vertex, center ).normalize();
  17760. normals.push( normal.x, normal.y, normal.z );
  17761. // uv
  17762. uvs.push( i / tubularSegments );
  17763. uvs.push( j / radialSegments );
  17764. }
  17765. }
  17766. // generate indices
  17767. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  17768. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  17769. // indices
  17770. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  17771. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  17772. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17773. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  17774. // faces
  17775. indices.push( a, b, d );
  17776. indices.push( b, c, d );
  17777. }
  17778. }
  17779. // build geometry
  17780. this.setIndex( indices );
  17781. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17782. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17783. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17784. }
  17785. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17786. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17787. /**
  17788. * @author Mugen87 / https://github.com/Mugen87
  17789. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17790. */
  17791. var Earcut = {
  17792. triangulate: function ( data, holeIndices, dim ) {
  17793. dim = dim || 2;
  17794. var hasHoles = holeIndices && holeIndices.length,
  17795. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17796. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17797. triangles = [];
  17798. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17799. var minX, minY, maxX, maxY, x, y, invSize;
  17800. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17801. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17802. if ( data.length > 80 * dim ) {
  17803. minX = maxX = data[ 0 ];
  17804. minY = maxY = data[ 1 ];
  17805. for ( var i = dim; i < outerLen; i += dim ) {
  17806. x = data[ i ];
  17807. y = data[ i + 1 ];
  17808. if ( x < minX ) { minX = x; }
  17809. if ( y < minY ) { minY = y; }
  17810. if ( x > maxX ) { maxX = x; }
  17811. if ( y > maxY ) { maxY = y; }
  17812. }
  17813. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17814. invSize = Math.max( maxX - minX, maxY - minY );
  17815. invSize = invSize !== 0 ? 1 / invSize : 0;
  17816. }
  17817. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17818. return triangles;
  17819. }
  17820. };
  17821. // create a circular doubly linked list from polygon points in the specified winding order
  17822. function linkedList( data, start, end, dim, clockwise ) {
  17823. var i, last;
  17824. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17825. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17826. } else {
  17827. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17828. }
  17829. if ( last && equals( last, last.next ) ) {
  17830. removeNode( last );
  17831. last = last.next;
  17832. }
  17833. return last;
  17834. }
  17835. // eliminate colinear or duplicate points
  17836. function filterPoints( start, end ) {
  17837. if ( ! start ) { return start; }
  17838. if ( ! end ) { end = start; }
  17839. var p = start,
  17840. again;
  17841. do {
  17842. again = false;
  17843. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17844. removeNode( p );
  17845. p = end = p.prev;
  17846. if ( p === p.next ) { break; }
  17847. again = true;
  17848. } else {
  17849. p = p.next;
  17850. }
  17851. } while ( again || p !== end );
  17852. return end;
  17853. }
  17854. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17855. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17856. if ( ! ear ) { return; }
  17857. // interlink polygon nodes in z-order
  17858. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17859. var stop = ear,
  17860. prev, next;
  17861. // iterate through ears, slicing them one by one
  17862. while ( ear.prev !== ear.next ) {
  17863. prev = ear.prev;
  17864. next = ear.next;
  17865. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17866. // cut off the triangle
  17867. triangles.push( prev.i / dim );
  17868. triangles.push( ear.i / dim );
  17869. triangles.push( next.i / dim );
  17870. removeNode( ear );
  17871. // skipping the next vertex leads to less sliver triangles
  17872. ear = next.next;
  17873. stop = next.next;
  17874. continue;
  17875. }
  17876. ear = next;
  17877. // if we looped through the whole remaining polygon and can't find any more ears
  17878. if ( ear === stop ) {
  17879. // try filtering points and slicing again
  17880. if ( ! pass ) {
  17881. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17882. // if this didn't work, try curing all small self-intersections locally
  17883. } else if ( pass === 1 ) {
  17884. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17885. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17886. // as a last resort, try splitting the remaining polygon into two
  17887. } else if ( pass === 2 ) {
  17888. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17889. }
  17890. break;
  17891. }
  17892. }
  17893. }
  17894. // check whether a polygon node forms a valid ear with adjacent nodes
  17895. function isEar( ear ) {
  17896. var a = ear.prev,
  17897. b = ear,
  17898. c = ear.next;
  17899. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17900. // now make sure we don't have other points inside the potential ear
  17901. var p = ear.next.next;
  17902. while ( p !== ear.prev ) {
  17903. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17904. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17905. p = p.next;
  17906. }
  17907. return true;
  17908. }
  17909. function isEarHashed( ear, minX, minY, invSize ) {
  17910. var a = ear.prev,
  17911. b = ear,
  17912. c = ear.next;
  17913. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17914. // triangle bbox; min & max are calculated like this for speed
  17915. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17916. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17917. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17918. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17919. // z-order range for the current triangle bbox;
  17920. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17921. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17922. var p = ear.prevZ,
  17923. n = ear.nextZ;
  17924. // look for points inside the triangle in both directions
  17925. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17926. if ( p !== ear.prev && p !== ear.next &&
  17927. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17928. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17929. p = p.prevZ;
  17930. if ( n !== ear.prev && n !== ear.next &&
  17931. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17932. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17933. n = n.nextZ;
  17934. }
  17935. // look for remaining points in decreasing z-order
  17936. while ( p && p.z >= minZ ) {
  17937. if ( p !== ear.prev && p !== ear.next &&
  17938. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17939. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17940. p = p.prevZ;
  17941. }
  17942. // look for remaining points in increasing z-order
  17943. while ( n && n.z <= maxZ ) {
  17944. if ( n !== ear.prev && n !== ear.next &&
  17945. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17946. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17947. n = n.nextZ;
  17948. }
  17949. return true;
  17950. }
  17951. // go through all polygon nodes and cure small local self-intersections
  17952. function cureLocalIntersections( start, triangles, dim ) {
  17953. var p = start;
  17954. do {
  17955. var a = p.prev,
  17956. b = p.next.next;
  17957. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17958. triangles.push( a.i / dim );
  17959. triangles.push( p.i / dim );
  17960. triangles.push( b.i / dim );
  17961. // remove two nodes involved
  17962. removeNode( p );
  17963. removeNode( p.next );
  17964. p = start = b;
  17965. }
  17966. p = p.next;
  17967. } while ( p !== start );
  17968. return filterPoints( p );
  17969. }
  17970. // try splitting polygon into two and triangulate them independently
  17971. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17972. // look for a valid diagonal that divides the polygon into two
  17973. var a = start;
  17974. do {
  17975. var b = a.next.next;
  17976. while ( b !== a.prev ) {
  17977. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17978. // split the polygon in two by the diagonal
  17979. var c = splitPolygon( a, b );
  17980. // filter colinear points around the cuts
  17981. a = filterPoints( a, a.next );
  17982. c = filterPoints( c, c.next );
  17983. // run earcut on each half
  17984. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17985. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17986. return;
  17987. }
  17988. b = b.next;
  17989. }
  17990. a = a.next;
  17991. } while ( a !== start );
  17992. }
  17993. // link every hole into the outer loop, producing a single-ring polygon without holes
  17994. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17995. var queue = [],
  17996. i, len, start, end, list;
  17997. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17998. start = holeIndices[ i ] * dim;
  17999. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18000. list = linkedList( data, start, end, dim, false );
  18001. if ( list === list.next ) { list.steiner = true; }
  18002. queue.push( getLeftmost( list ) );
  18003. }
  18004. queue.sort( compareX );
  18005. // process holes from left to right
  18006. for ( i = 0; i < queue.length; i ++ ) {
  18007. eliminateHole( queue[ i ], outerNode );
  18008. outerNode = filterPoints( outerNode, outerNode.next );
  18009. }
  18010. return outerNode;
  18011. }
  18012. function compareX( a, b ) {
  18013. return a.x - b.x;
  18014. }
  18015. // find a bridge between vertices that connects hole with an outer ring and and link it
  18016. function eliminateHole( hole, outerNode ) {
  18017. outerNode = findHoleBridge( hole, outerNode );
  18018. if ( outerNode ) {
  18019. var b = splitPolygon( outerNode, hole );
  18020. // filter collinear points around the cuts
  18021. filterPoints( outerNode, outerNode.next );
  18022. filterPoints( b, b.next );
  18023. }
  18024. }
  18025. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18026. function findHoleBridge( hole, outerNode ) {
  18027. var p = outerNode,
  18028. hx = hole.x,
  18029. hy = hole.y,
  18030. qx = - Infinity,
  18031. m;
  18032. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18033. // segment's endpoint with lesser x will be potential connection point
  18034. do {
  18035. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18036. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18037. if ( x <= hx && x > qx ) {
  18038. qx = x;
  18039. if ( x === hx ) {
  18040. if ( hy === p.y ) { return p; }
  18041. if ( hy === p.next.y ) { return p.next; }
  18042. }
  18043. m = p.x < p.next.x ? p : p.next;
  18044. }
  18045. }
  18046. p = p.next;
  18047. } while ( p !== outerNode );
  18048. if ( ! m ) { return null; }
  18049. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18050. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18051. // if there are no points found, we have a valid connection;
  18052. // otherwise choose the point of the minimum angle with the ray as connection point
  18053. var stop = m,
  18054. mx = m.x,
  18055. my = m.y,
  18056. tanMin = Infinity,
  18057. tan;
  18058. p = m;
  18059. do {
  18060. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18061. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18062. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18063. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18064. m = p;
  18065. tanMin = tan;
  18066. }
  18067. }
  18068. p = p.next;
  18069. } while ( p !== stop );
  18070. return m;
  18071. }
  18072. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18073. function sectorContainsSector( m, p ) {
  18074. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18075. }
  18076. // interlink polygon nodes in z-order
  18077. function indexCurve( start, minX, minY, invSize ) {
  18078. var p = start;
  18079. do {
  18080. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18081. p.prevZ = p.prev;
  18082. p.nextZ = p.next;
  18083. p = p.next;
  18084. } while ( p !== start );
  18085. p.prevZ.nextZ = null;
  18086. p.prevZ = null;
  18087. sortLinked( p );
  18088. }
  18089. // Simon Tatham's linked list merge sort algorithm
  18090. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18091. function sortLinked( list ) {
  18092. var i, p, q, e, tail, numMerges, pSize, qSize,
  18093. inSize = 1;
  18094. do {
  18095. p = list;
  18096. list = null;
  18097. tail = null;
  18098. numMerges = 0;
  18099. while ( p ) {
  18100. numMerges ++;
  18101. q = p;
  18102. pSize = 0;
  18103. for ( i = 0; i < inSize; i ++ ) {
  18104. pSize ++;
  18105. q = q.nextZ;
  18106. if ( ! q ) { break; }
  18107. }
  18108. qSize = inSize;
  18109. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18110. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18111. e = p;
  18112. p = p.nextZ;
  18113. pSize --;
  18114. } else {
  18115. e = q;
  18116. q = q.nextZ;
  18117. qSize --;
  18118. }
  18119. if ( tail ) { tail.nextZ = e; }
  18120. else { list = e; }
  18121. e.prevZ = tail;
  18122. tail = e;
  18123. }
  18124. p = q;
  18125. }
  18126. tail.nextZ = null;
  18127. inSize *= 2;
  18128. } while ( numMerges > 1 );
  18129. return list;
  18130. }
  18131. // z-order of a point given coords and inverse of the longer side of data bbox
  18132. function zOrder( x, y, minX, minY, invSize ) {
  18133. // coords are transformed into non-negative 15-bit integer range
  18134. x = 32767 * ( x - minX ) * invSize;
  18135. y = 32767 * ( y - minY ) * invSize;
  18136. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18137. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18138. x = ( x | ( x << 2 ) ) & 0x33333333;
  18139. x = ( x | ( x << 1 ) ) & 0x55555555;
  18140. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18141. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18142. y = ( y | ( y << 2 ) ) & 0x33333333;
  18143. y = ( y | ( y << 1 ) ) & 0x55555555;
  18144. return x | ( y << 1 );
  18145. }
  18146. // find the leftmost node of a polygon ring
  18147. function getLeftmost( start ) {
  18148. var p = start,
  18149. leftmost = start;
  18150. do {
  18151. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18152. p = p.next;
  18153. } while ( p !== start );
  18154. return leftmost;
  18155. }
  18156. // check if a point lies within a convex triangle
  18157. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18158. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18159. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18160. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18161. }
  18162. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18163. function isValidDiagonal( a, b ) {
  18164. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18165. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18166. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18167. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18168. }
  18169. // signed area of a triangle
  18170. function area( p, q, r ) {
  18171. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18172. }
  18173. // check if two points are equal
  18174. function equals( p1, p2 ) {
  18175. return p1.x === p2.x && p1.y === p2.y;
  18176. }
  18177. // check if two segments intersect
  18178. function intersects( p1, q1, p2, q2 ) {
  18179. var o1 = sign( area( p1, q1, p2 ) );
  18180. var o2 = sign( area( p1, q1, q2 ) );
  18181. var o3 = sign( area( p2, q2, p1 ) );
  18182. var o4 = sign( area( p2, q2, q1 ) );
  18183. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18184. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18185. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18186. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18187. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18188. return false;
  18189. }
  18190. // for collinear points p, q, r, check if point q lies on segment pr
  18191. function onSegment( p, q, r ) {
  18192. 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 );
  18193. }
  18194. function sign( num ) {
  18195. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18196. }
  18197. // check if a polygon diagonal intersects any polygon segments
  18198. function intersectsPolygon( a, b ) {
  18199. var p = a;
  18200. do {
  18201. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18202. intersects( p, p.next, a, b ) ) { return true; }
  18203. p = p.next;
  18204. } while ( p !== a );
  18205. return false;
  18206. }
  18207. // check if a polygon diagonal is locally inside the polygon
  18208. function locallyInside( a, b ) {
  18209. return area( a.prev, a, a.next ) < 0 ?
  18210. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18211. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18212. }
  18213. // check if the middle point of a polygon diagonal is inside the polygon
  18214. function middleInside( a, b ) {
  18215. var p = a,
  18216. inside = false,
  18217. px = ( a.x + b.x ) / 2,
  18218. py = ( a.y + b.y ) / 2;
  18219. do {
  18220. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18221. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18222. { inside = ! inside; }
  18223. p = p.next;
  18224. } while ( p !== a );
  18225. return inside;
  18226. }
  18227. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18228. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18229. function splitPolygon( a, b ) {
  18230. var a2 = new Node( a.i, a.x, a.y ),
  18231. b2 = new Node( b.i, b.x, b.y ),
  18232. an = a.next,
  18233. bp = b.prev;
  18234. a.next = b;
  18235. b.prev = a;
  18236. a2.next = an;
  18237. an.prev = a2;
  18238. b2.next = a2;
  18239. a2.prev = b2;
  18240. bp.next = b2;
  18241. b2.prev = bp;
  18242. return b2;
  18243. }
  18244. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18245. function insertNode( i, x, y, last ) {
  18246. var p = new Node( i, x, y );
  18247. if ( ! last ) {
  18248. p.prev = p;
  18249. p.next = p;
  18250. } else {
  18251. p.next = last.next;
  18252. p.prev = last;
  18253. last.next.prev = p;
  18254. last.next = p;
  18255. }
  18256. return p;
  18257. }
  18258. function removeNode( p ) {
  18259. p.next.prev = p.prev;
  18260. p.prev.next = p.next;
  18261. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18262. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18263. }
  18264. function Node( i, x, y ) {
  18265. // vertex index in coordinates array
  18266. this.i = i;
  18267. // vertex coordinates
  18268. this.x = x;
  18269. this.y = y;
  18270. // previous and next vertex nodes in a polygon ring
  18271. this.prev = null;
  18272. this.next = null;
  18273. // z-order curve value
  18274. this.z = null;
  18275. // previous and next nodes in z-order
  18276. this.prevZ = null;
  18277. this.nextZ = null;
  18278. // indicates whether this is a steiner point
  18279. this.steiner = false;
  18280. }
  18281. function signedArea( data, start, end, dim ) {
  18282. var sum = 0;
  18283. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18284. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18285. j = i;
  18286. }
  18287. return sum;
  18288. }
  18289. /**
  18290. * @author zz85 / http://www.lab4games.net/zz85/blog
  18291. */
  18292. var ShapeUtils = {
  18293. // calculate area of the contour polygon
  18294. area: function ( contour ) {
  18295. var n = contour.length;
  18296. var a = 0.0;
  18297. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18298. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18299. }
  18300. return a * 0.5;
  18301. },
  18302. isClockWise: function ( pts ) {
  18303. return ShapeUtils.area( pts ) < 0;
  18304. },
  18305. triangulateShape: function ( contour, holes ) {
  18306. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18307. var holeIndices = []; // array of hole indices
  18308. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18309. removeDupEndPts( contour );
  18310. addContour( vertices, contour );
  18311. //
  18312. var holeIndex = contour.length;
  18313. holes.forEach( removeDupEndPts );
  18314. for ( var i = 0; i < holes.length; i ++ ) {
  18315. holeIndices.push( holeIndex );
  18316. holeIndex += holes[ i ].length;
  18317. addContour( vertices, holes[ i ] );
  18318. }
  18319. //
  18320. var triangles = Earcut.triangulate( vertices, holeIndices );
  18321. //
  18322. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18323. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18324. }
  18325. return faces;
  18326. }
  18327. };
  18328. function removeDupEndPts( points ) {
  18329. var l = points.length;
  18330. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18331. points.pop();
  18332. }
  18333. }
  18334. function addContour( vertices, contour ) {
  18335. for ( var i = 0; i < contour.length; i ++ ) {
  18336. vertices.push( contour[ i ].x );
  18337. vertices.push( contour[ i ].y );
  18338. }
  18339. }
  18340. /**
  18341. * @author zz85 / http://www.lab4games.net/zz85/blog
  18342. *
  18343. * Creates extruded geometry from a path shape.
  18344. *
  18345. * parameters = {
  18346. *
  18347. * curveSegments: <int>, // number of points on the curves
  18348. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18349. * depth: <float>, // Depth to extrude the shape
  18350. *
  18351. * bevelEnabled: <bool>, // turn on bevel
  18352. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18353. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18354. * bevelOffset: <float>, // how far from shape outline does bevel start
  18355. * bevelSegments: <int>, // number of bevel layers
  18356. *
  18357. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18358. *
  18359. * UVGenerator: <Object> // object that provides UV generator functions
  18360. *
  18361. * }
  18362. */
  18363. // ExtrudeGeometry
  18364. function ExtrudeGeometry( shapes, options ) {
  18365. Geometry.call( this );
  18366. this.type = 'ExtrudeGeometry';
  18367. this.parameters = {
  18368. shapes: shapes,
  18369. options: options
  18370. };
  18371. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18372. this.mergeVertices();
  18373. }
  18374. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18375. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18376. ExtrudeGeometry.prototype.toJSON = function () {
  18377. var data = Geometry.prototype.toJSON.call( this );
  18378. var shapes = this.parameters.shapes;
  18379. var options = this.parameters.options;
  18380. return toJSON( shapes, options, data );
  18381. };
  18382. // ExtrudeBufferGeometry
  18383. function ExtrudeBufferGeometry( shapes, options ) {
  18384. BufferGeometry.call( this );
  18385. this.type = 'ExtrudeBufferGeometry';
  18386. this.parameters = {
  18387. shapes: shapes,
  18388. options: options
  18389. };
  18390. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18391. var scope = this;
  18392. var verticesArray = [];
  18393. var uvArray = [];
  18394. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18395. var shape = shapes[ i ];
  18396. addShape( shape );
  18397. }
  18398. // build geometry
  18399. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18400. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18401. this.computeVertexNormals();
  18402. // functions
  18403. function addShape( shape ) {
  18404. var placeholder = [];
  18405. // options
  18406. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18407. var steps = options.steps !== undefined ? options.steps : 1;
  18408. var depth = options.depth !== undefined ? options.depth : 100;
  18409. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18410. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18411. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18412. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18413. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18414. var extrudePath = options.extrudePath;
  18415. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18416. // deprecated options
  18417. if ( options.amount !== undefined ) {
  18418. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18419. depth = options.amount;
  18420. }
  18421. //
  18422. var extrudePts, extrudeByPath = false;
  18423. var splineTube, binormal, normal, position2;
  18424. if ( extrudePath ) {
  18425. extrudePts = extrudePath.getSpacedPoints( steps );
  18426. extrudeByPath = true;
  18427. bevelEnabled = false; // bevels not supported for path extrusion
  18428. // SETUP TNB variables
  18429. // TODO1 - have a .isClosed in spline?
  18430. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18431. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18432. binormal = new Vector3();
  18433. normal = new Vector3();
  18434. position2 = new Vector3();
  18435. }
  18436. // Safeguards if bevels are not enabled
  18437. if ( ! bevelEnabled ) {
  18438. bevelSegments = 0;
  18439. bevelThickness = 0;
  18440. bevelSize = 0;
  18441. bevelOffset = 0;
  18442. }
  18443. // Variables initialization
  18444. var shapePoints = shape.extractPoints( curveSegments );
  18445. var vertices = shapePoints.shape;
  18446. var holes = shapePoints.holes;
  18447. var reverse = ! ShapeUtils.isClockWise( vertices );
  18448. if ( reverse ) {
  18449. vertices = vertices.reverse();
  18450. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18451. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18452. var ahole = holes[ h ];
  18453. if ( ShapeUtils.isClockWise( ahole ) ) {
  18454. holes[ h ] = ahole.reverse();
  18455. }
  18456. }
  18457. }
  18458. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18459. /* Vertices */
  18460. var contour = vertices; // vertices has all points but contour has only points of circumference
  18461. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18462. var ahole$1 = holes[ h$1 ];
  18463. vertices = vertices.concat( ahole$1 );
  18464. }
  18465. function scalePt2( pt, vec, size ) {
  18466. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18467. return vec.clone().multiplyScalar( size ).add( pt );
  18468. }
  18469. var vlen = vertices.length, flen = faces.length;
  18470. // Find directions for point movement
  18471. function getBevelVec( inPt, inPrev, inNext ) {
  18472. // computes for inPt the corresponding point inPt' on a new contour
  18473. // shifted by 1 unit (length of normalized vector) to the left
  18474. // if we walk along contour clockwise, this new contour is outside the old one
  18475. //
  18476. // inPt' is the intersection of the two lines parallel to the two
  18477. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18478. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18479. // good reading for geometry algorithms (here: line-line intersection)
  18480. // http://geomalgorithms.com/a05-_intersect-1.html
  18481. var v_prev_x = inPt.x - inPrev.x,
  18482. v_prev_y = inPt.y - inPrev.y;
  18483. var v_next_x = inNext.x - inPt.x,
  18484. v_next_y = inNext.y - inPt.y;
  18485. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18486. // check for collinear edges
  18487. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18488. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18489. // not collinear
  18490. // length of vectors for normalizing
  18491. var v_prev_len = Math.sqrt( v_prev_lensq );
  18492. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18493. // shift adjacent points by unit vectors to the left
  18494. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18495. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18496. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18497. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18498. // scaling factor for v_prev to intersection point
  18499. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18500. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18501. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18502. // vector from inPt to intersection point
  18503. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18504. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18505. // Don't normalize!, otherwise sharp corners become ugly
  18506. // but prevent crazy spikes
  18507. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18508. if ( v_trans_lensq <= 2 ) {
  18509. return new Vector2( v_trans_x, v_trans_y );
  18510. } else {
  18511. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18512. }
  18513. } else {
  18514. // handle special case of collinear edges
  18515. var direction_eq = false; // assumes: opposite
  18516. if ( v_prev_x > Number.EPSILON ) {
  18517. if ( v_next_x > Number.EPSILON ) {
  18518. direction_eq = true;
  18519. }
  18520. } else {
  18521. if ( v_prev_x < - Number.EPSILON ) {
  18522. if ( v_next_x < - Number.EPSILON ) {
  18523. direction_eq = true;
  18524. }
  18525. } else {
  18526. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18527. direction_eq = true;
  18528. }
  18529. }
  18530. }
  18531. if ( direction_eq ) {
  18532. // console.log("Warning: lines are a straight sequence");
  18533. v_trans_x = - v_prev_y;
  18534. v_trans_y = v_prev_x;
  18535. shrink_by = Math.sqrt( v_prev_lensq );
  18536. } else {
  18537. // console.log("Warning: lines are a straight spike");
  18538. v_trans_x = v_prev_x;
  18539. v_trans_y = v_prev_y;
  18540. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18541. }
  18542. }
  18543. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18544. }
  18545. var contourMovements = [];
  18546. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18547. if ( j === il ) { j = 0; }
  18548. if ( k === il ) { k = 0; }
  18549. // (j)---(i)---(k)
  18550. // console.log('i,j,k', i, j , k)
  18551. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18552. }
  18553. var holesMovements = [];
  18554. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18555. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18556. var ahole$2 = holes[ h$2 ];
  18557. oneHoleMovements = [];
  18558. 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 ++ ) {
  18559. if ( j$1 === il$1 ) { j$1 = 0; }
  18560. if ( k$1 === il$1 ) { k$1 = 0; }
  18561. // (j)---(i)---(k)
  18562. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18563. }
  18564. holesMovements.push( oneHoleMovements );
  18565. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18566. }
  18567. // Loop bevelSegments, 1 for the front, 1 for the back
  18568. for ( var b = 0; b < bevelSegments; b ++ ) {
  18569. //for ( b = bevelSegments; b > 0; b -- ) {
  18570. var t = b / bevelSegments;
  18571. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18572. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18573. // contract shape
  18574. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18575. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18576. v( vert.x, vert.y, - z );
  18577. }
  18578. // expand holes
  18579. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18580. var ahole$3 = holes[ h$3 ];
  18581. oneHoleMovements = holesMovements[ h$3 ];
  18582. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18583. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18584. v( vert$1.x, vert$1.y, - z );
  18585. }
  18586. }
  18587. }
  18588. var bs = bevelSize + bevelOffset;
  18589. // Back facing vertices
  18590. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18591. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18592. if ( ! extrudeByPath ) {
  18593. v( vert$2.x, vert$2.y, 0 );
  18594. } else {
  18595. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18596. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18597. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18598. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18599. v( position2.x, position2.y, position2.z );
  18600. }
  18601. }
  18602. // Add stepped vertices...
  18603. // Including front facing vertices
  18604. for ( var s = 1; s <= steps; s ++ ) {
  18605. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18606. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18607. if ( ! extrudeByPath ) {
  18608. v( vert$3.x, vert$3.y, depth / steps * s );
  18609. } else {
  18610. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18611. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18612. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18613. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18614. v( position2.x, position2.y, position2.z );
  18615. }
  18616. }
  18617. }
  18618. // Add bevel segments planes
  18619. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18620. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18621. var t$1 = b$1 / bevelSegments;
  18622. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18623. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18624. // contract shape
  18625. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18626. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18627. v( vert$4.x, vert$4.y, depth + z$1 );
  18628. }
  18629. // expand holes
  18630. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18631. var ahole$4 = holes[ h$4 ];
  18632. oneHoleMovements = holesMovements[ h$4 ];
  18633. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18634. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18635. if ( ! extrudeByPath ) {
  18636. v( vert$5.x, vert$5.y, depth + z$1 );
  18637. } else {
  18638. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18639. }
  18640. }
  18641. }
  18642. }
  18643. /* Faces */
  18644. // Top and bottom faces
  18645. buildLidFaces();
  18646. // Sides faces
  18647. buildSideFaces();
  18648. ///// Internal functions
  18649. function buildLidFaces() {
  18650. var start = verticesArray.length / 3;
  18651. if ( bevelEnabled ) {
  18652. var layer = 0; // steps + 1
  18653. var offset = vlen * layer;
  18654. // Bottom faces
  18655. for ( var i = 0; i < flen; i ++ ) {
  18656. var face = faces[ i ];
  18657. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18658. }
  18659. layer = steps + bevelSegments * 2;
  18660. offset = vlen * layer;
  18661. // Top faces
  18662. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18663. var face$1 = faces[ i$1 ];
  18664. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18665. }
  18666. } else {
  18667. // Bottom faces
  18668. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18669. var face$2 = faces[ i$2 ];
  18670. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18671. }
  18672. // Top faces
  18673. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18674. var face$3 = faces[ i$3 ];
  18675. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18676. }
  18677. }
  18678. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18679. }
  18680. // Create faces for the z-sides of the shape
  18681. function buildSideFaces() {
  18682. var start = verticesArray.length / 3;
  18683. var layeroffset = 0;
  18684. sidewalls( contour, layeroffset );
  18685. layeroffset += contour.length;
  18686. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18687. var ahole = holes[ h ];
  18688. sidewalls( ahole, layeroffset );
  18689. //, true
  18690. layeroffset += ahole.length;
  18691. }
  18692. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18693. }
  18694. function sidewalls( contour, layeroffset ) {
  18695. var i = contour.length;
  18696. while ( -- i >= 0 ) {
  18697. var j = i;
  18698. var k = i - 1;
  18699. if ( k < 0 ) { k = contour.length - 1; }
  18700. //console.log('b', i,j, i-1, k,vertices.length);
  18701. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18702. var slen1 = vlen * s;
  18703. var slen2 = vlen * ( s + 1 );
  18704. var a = layeroffset + j + slen1,
  18705. b = layeroffset + k + slen1,
  18706. c = layeroffset + k + slen2,
  18707. d = layeroffset + j + slen2;
  18708. f4( a, b, c, d );
  18709. }
  18710. }
  18711. }
  18712. function v( x, y, z ) {
  18713. placeholder.push( x );
  18714. placeholder.push( y );
  18715. placeholder.push( z );
  18716. }
  18717. function f3( a, b, c ) {
  18718. addVertex( a );
  18719. addVertex( b );
  18720. addVertex( c );
  18721. var nextIndex = verticesArray.length / 3;
  18722. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18723. addUV( uvs[ 0 ] );
  18724. addUV( uvs[ 1 ] );
  18725. addUV( uvs[ 2 ] );
  18726. }
  18727. function f4( a, b, c, d ) {
  18728. addVertex( a );
  18729. addVertex( b );
  18730. addVertex( d );
  18731. addVertex( b );
  18732. addVertex( c );
  18733. addVertex( d );
  18734. var nextIndex = verticesArray.length / 3;
  18735. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18736. addUV( uvs[ 0 ] );
  18737. addUV( uvs[ 1 ] );
  18738. addUV( uvs[ 3 ] );
  18739. addUV( uvs[ 1 ] );
  18740. addUV( uvs[ 2 ] );
  18741. addUV( uvs[ 3 ] );
  18742. }
  18743. function addVertex( index ) {
  18744. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18745. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18746. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18747. }
  18748. function addUV( vector2 ) {
  18749. uvArray.push( vector2.x );
  18750. uvArray.push( vector2.y );
  18751. }
  18752. }
  18753. }
  18754. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18755. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18756. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18757. var data = BufferGeometry.prototype.toJSON.call( this );
  18758. var shapes = this.parameters.shapes;
  18759. var options = this.parameters.options;
  18760. return toJSON( shapes, options, data );
  18761. };
  18762. //
  18763. var WorldUVGenerator = {
  18764. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18765. var a_x = vertices[ indexA * 3 ];
  18766. var a_y = vertices[ indexA * 3 + 1 ];
  18767. var b_x = vertices[ indexB * 3 ];
  18768. var b_y = vertices[ indexB * 3 + 1 ];
  18769. var c_x = vertices[ indexC * 3 ];
  18770. var c_y = vertices[ indexC * 3 + 1 ];
  18771. return [
  18772. new Vector2( a_x, a_y ),
  18773. new Vector2( b_x, b_y ),
  18774. new Vector2( c_x, c_y )
  18775. ];
  18776. },
  18777. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18778. var a_x = vertices[ indexA * 3 ];
  18779. var a_y = vertices[ indexA * 3 + 1 ];
  18780. var a_z = vertices[ indexA * 3 + 2 ];
  18781. var b_x = vertices[ indexB * 3 ];
  18782. var b_y = vertices[ indexB * 3 + 1 ];
  18783. var b_z = vertices[ indexB * 3 + 2 ];
  18784. var c_x = vertices[ indexC * 3 ];
  18785. var c_y = vertices[ indexC * 3 + 1 ];
  18786. var c_z = vertices[ indexC * 3 + 2 ];
  18787. var d_x = vertices[ indexD * 3 ];
  18788. var d_y = vertices[ indexD * 3 + 1 ];
  18789. var d_z = vertices[ indexD * 3 + 2 ];
  18790. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18791. return [
  18792. new Vector2( a_x, 1 - a_z ),
  18793. new Vector2( b_x, 1 - b_z ),
  18794. new Vector2( c_x, 1 - c_z ),
  18795. new Vector2( d_x, 1 - d_z )
  18796. ];
  18797. } else {
  18798. return [
  18799. new Vector2( a_y, 1 - a_z ),
  18800. new Vector2( b_y, 1 - b_z ),
  18801. new Vector2( c_y, 1 - c_z ),
  18802. new Vector2( d_y, 1 - d_z )
  18803. ];
  18804. }
  18805. }
  18806. };
  18807. function toJSON( shapes, options, data ) {
  18808. //
  18809. data.shapes = [];
  18810. if ( Array.isArray( shapes ) ) {
  18811. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18812. var shape = shapes[ i ];
  18813. data.shapes.push( shape.uuid );
  18814. }
  18815. } else {
  18816. data.shapes.push( shapes.uuid );
  18817. }
  18818. //
  18819. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18820. return data;
  18821. }
  18822. /**
  18823. * @author zz85 / http://www.lab4games.net/zz85/blog
  18824. * @author alteredq / http://alteredqualia.com/
  18825. *
  18826. * Text = 3D Text
  18827. *
  18828. * parameters = {
  18829. * font: <THREE.Font>, // font
  18830. *
  18831. * size: <float>, // size of the text
  18832. * height: <float>, // thickness to extrude text
  18833. * curveSegments: <int>, // number of points on the curves
  18834. *
  18835. * bevelEnabled: <bool>, // turn on bevel
  18836. * bevelThickness: <float>, // how deep into text bevel goes
  18837. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18838. * bevelOffset: <float> // how far from text outline does bevel start
  18839. * }
  18840. */
  18841. // TextGeometry
  18842. function TextGeometry( text, parameters ) {
  18843. Geometry.call( this );
  18844. this.type = 'TextGeometry';
  18845. this.parameters = {
  18846. text: text,
  18847. parameters: parameters
  18848. };
  18849. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18850. this.mergeVertices();
  18851. }
  18852. TextGeometry.prototype = Object.create( Geometry.prototype );
  18853. TextGeometry.prototype.constructor = TextGeometry;
  18854. // TextBufferGeometry
  18855. function TextBufferGeometry( text, parameters ) {
  18856. parameters = parameters || {};
  18857. var font = parameters.font;
  18858. if ( ! ( font && font.isFont ) ) {
  18859. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18860. return new Geometry();
  18861. }
  18862. var shapes = font.generateShapes( text, parameters.size );
  18863. // translate parameters to ExtrudeGeometry API
  18864. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18865. // defaults
  18866. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18867. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18868. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18869. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18870. this.type = 'TextBufferGeometry';
  18871. }
  18872. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18873. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18874. /**
  18875. * @author mrdoob / http://mrdoob.com/
  18876. * @author benaadams / https://twitter.com/ben_a_adams
  18877. * @author Mugen87 / https://github.com/Mugen87
  18878. */
  18879. // SphereGeometry
  18880. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18881. Geometry.call( this );
  18882. this.type = 'SphereGeometry';
  18883. this.parameters = {
  18884. radius: radius,
  18885. widthSegments: widthSegments,
  18886. heightSegments: heightSegments,
  18887. phiStart: phiStart,
  18888. phiLength: phiLength,
  18889. thetaStart: thetaStart,
  18890. thetaLength: thetaLength
  18891. };
  18892. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18893. this.mergeVertices();
  18894. }
  18895. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18896. SphereGeometry.prototype.constructor = SphereGeometry;
  18897. // SphereBufferGeometry
  18898. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18899. BufferGeometry.call( this );
  18900. this.type = 'SphereBufferGeometry';
  18901. this.parameters = {
  18902. radius: radius,
  18903. widthSegments: widthSegments,
  18904. heightSegments: heightSegments,
  18905. phiStart: phiStart,
  18906. phiLength: phiLength,
  18907. thetaStart: thetaStart,
  18908. thetaLength: thetaLength
  18909. };
  18910. radius = radius || 1;
  18911. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18912. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18913. phiStart = phiStart !== undefined ? phiStart : 0;
  18914. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18915. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18916. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18917. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18918. var index = 0;
  18919. var grid = [];
  18920. var vertex = new Vector3();
  18921. var normal = new Vector3();
  18922. // buffers
  18923. var indices = [];
  18924. var vertices = [];
  18925. var normals = [];
  18926. var uvs = [];
  18927. // generate vertices, normals and uvs
  18928. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  18929. var verticesRow = [];
  18930. var v = iy / heightSegments;
  18931. // special case for the poles
  18932. var uOffset = 0;
  18933. if ( iy == 0 && thetaStart == 0 ) {
  18934. uOffset = 0.5 / widthSegments;
  18935. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18936. uOffset = - 0.5 / widthSegments;
  18937. }
  18938. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  18939. var u = ix / widthSegments;
  18940. // vertex
  18941. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18942. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18943. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18944. vertices.push( vertex.x, vertex.y, vertex.z );
  18945. // normal
  18946. normal.copy( vertex ).normalize();
  18947. normals.push( normal.x, normal.y, normal.z );
  18948. // uv
  18949. uvs.push( u + uOffset, 1 - v );
  18950. verticesRow.push( index ++ );
  18951. }
  18952. grid.push( verticesRow );
  18953. }
  18954. // indices
  18955. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  18956. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  18957. var a = grid[ iy$1 ][ ix$1 + 1 ];
  18958. var b = grid[ iy$1 ][ ix$1 ];
  18959. var c = grid[ iy$1 + 1 ][ ix$1 ];
  18960. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  18961. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18962. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18963. }
  18964. }
  18965. // build geometry
  18966. this.setIndex( indices );
  18967. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18968. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18969. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18970. }
  18971. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18972. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18973. /**
  18974. * @author Kaleb Murphy
  18975. * @author Mugen87 / https://github.com/Mugen87
  18976. */
  18977. // RingGeometry
  18978. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18979. Geometry.call( this );
  18980. this.type = 'RingGeometry';
  18981. this.parameters = {
  18982. innerRadius: innerRadius,
  18983. outerRadius: outerRadius,
  18984. thetaSegments: thetaSegments,
  18985. phiSegments: phiSegments,
  18986. thetaStart: thetaStart,
  18987. thetaLength: thetaLength
  18988. };
  18989. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18990. this.mergeVertices();
  18991. }
  18992. RingGeometry.prototype = Object.create( Geometry.prototype );
  18993. RingGeometry.prototype.constructor = RingGeometry;
  18994. // RingBufferGeometry
  18995. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18996. BufferGeometry.call( this );
  18997. this.type = 'RingBufferGeometry';
  18998. this.parameters = {
  18999. innerRadius: innerRadius,
  19000. outerRadius: outerRadius,
  19001. thetaSegments: thetaSegments,
  19002. phiSegments: phiSegments,
  19003. thetaStart: thetaStart,
  19004. thetaLength: thetaLength
  19005. };
  19006. innerRadius = innerRadius || 0.5;
  19007. outerRadius = outerRadius || 1;
  19008. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19009. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19010. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19011. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19012. // buffers
  19013. var indices = [];
  19014. var vertices = [];
  19015. var normals = [];
  19016. var uvs = [];
  19017. // some helper variables
  19018. var radius = innerRadius;
  19019. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19020. var vertex = new Vector3();
  19021. var uv = new Vector2();
  19022. // generate vertices, normals and uvs
  19023. for ( var j = 0; j <= phiSegments; j ++ ) {
  19024. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19025. // values are generate from the inside of the ring to the outside
  19026. var segment = thetaStart + i / thetaSegments * thetaLength;
  19027. // vertex
  19028. vertex.x = radius * Math.cos( segment );
  19029. vertex.y = radius * Math.sin( segment );
  19030. vertices.push( vertex.x, vertex.y, vertex.z );
  19031. // normal
  19032. normals.push( 0, 0, 1 );
  19033. // uv
  19034. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19035. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19036. uvs.push( uv.x, uv.y );
  19037. }
  19038. // increase the radius for next row of vertices
  19039. radius += radiusStep;
  19040. }
  19041. // indices
  19042. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19043. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19044. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19045. var segment$1 = i$1 + thetaSegmentLevel;
  19046. var a = segment$1;
  19047. var b = segment$1 + thetaSegments + 1;
  19048. var c = segment$1 + thetaSegments + 2;
  19049. var d = segment$1 + 1;
  19050. // faces
  19051. indices.push( a, b, d );
  19052. indices.push( b, c, d );
  19053. }
  19054. }
  19055. // build geometry
  19056. this.setIndex( indices );
  19057. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19058. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19059. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19060. }
  19061. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19062. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19063. /**
  19064. * @author zz85 / https://github.com/zz85
  19065. * @author bhouston / http://clara.io
  19066. * @author Mugen87 / https://github.com/Mugen87
  19067. */
  19068. // LatheGeometry
  19069. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19070. Geometry.call( this );
  19071. this.type = 'LatheGeometry';
  19072. this.parameters = {
  19073. points: points,
  19074. segments: segments,
  19075. phiStart: phiStart,
  19076. phiLength: phiLength
  19077. };
  19078. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19079. this.mergeVertices();
  19080. }
  19081. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19082. LatheGeometry.prototype.constructor = LatheGeometry;
  19083. // LatheBufferGeometry
  19084. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19085. BufferGeometry.call( this );
  19086. this.type = 'LatheBufferGeometry';
  19087. this.parameters = {
  19088. points: points,
  19089. segments: segments,
  19090. phiStart: phiStart,
  19091. phiLength: phiLength
  19092. };
  19093. segments = Math.floor( segments ) || 12;
  19094. phiStart = phiStart || 0;
  19095. phiLength = phiLength || Math.PI * 2;
  19096. // clamp phiLength so it's in range of [ 0, 2PI ]
  19097. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19098. // buffers
  19099. var indices = [];
  19100. var vertices = [];
  19101. var uvs = [];
  19102. // helper variables
  19103. var inverseSegments = 1.0 / segments;
  19104. var vertex = new Vector3();
  19105. var uv = new Vector2();
  19106. // generate vertices and uvs
  19107. for ( var i = 0; i <= segments; i ++ ) {
  19108. var phi = phiStart + i * inverseSegments * phiLength;
  19109. var sin = Math.sin( phi );
  19110. var cos = Math.cos( phi );
  19111. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19112. // vertex
  19113. vertex.x = points[ j ].x * sin;
  19114. vertex.y = points[ j ].y;
  19115. vertex.z = points[ j ].x * cos;
  19116. vertices.push( vertex.x, vertex.y, vertex.z );
  19117. // uv
  19118. uv.x = i / segments;
  19119. uv.y = j / ( points.length - 1 );
  19120. uvs.push( uv.x, uv.y );
  19121. }
  19122. }
  19123. // indices
  19124. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19125. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19126. var base = j$1 + i$1 * points.length;
  19127. var a = base;
  19128. var b = base + points.length;
  19129. var c = base + points.length + 1;
  19130. var d = base + 1;
  19131. // faces
  19132. indices.push( a, b, d );
  19133. indices.push( b, c, d );
  19134. }
  19135. }
  19136. // build geometry
  19137. this.setIndex( indices );
  19138. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19139. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19140. // generate normals
  19141. this.computeVertexNormals();
  19142. // if the geometry is closed, we need to average the normals along the seam.
  19143. // because the corresponding vertices are identical (but still have different UVs).
  19144. if ( phiLength === Math.PI * 2 ) {
  19145. var normals = this.attributes.normal.array;
  19146. var n1 = new Vector3();
  19147. var n2 = new Vector3();
  19148. var n = new Vector3();
  19149. // this is the buffer offset for the last line of vertices
  19150. var base$1 = segments * points.length * 3;
  19151. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19152. // select the normal of the vertex in the first line
  19153. n1.x = normals[ j$2 + 0 ];
  19154. n1.y = normals[ j$2 + 1 ];
  19155. n1.z = normals[ j$2 + 2 ];
  19156. // select the normal of the vertex in the last line
  19157. n2.x = normals[ base$1 + j$2 + 0 ];
  19158. n2.y = normals[ base$1 + j$2 + 1 ];
  19159. n2.z = normals[ base$1 + j$2 + 2 ];
  19160. // average normals
  19161. n.addVectors( n1, n2 ).normalize();
  19162. // assign the new values to both normals
  19163. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19164. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19165. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19166. }
  19167. }
  19168. }
  19169. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19170. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19171. /**
  19172. * @author jonobr1 / http://jonobr1.com
  19173. * @author Mugen87 / https://github.com/Mugen87
  19174. */
  19175. // ShapeGeometry
  19176. function ShapeGeometry( shapes, curveSegments ) {
  19177. Geometry.call( this );
  19178. this.type = 'ShapeGeometry';
  19179. if ( typeof curveSegments === 'object' ) {
  19180. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19181. curveSegments = curveSegments.curveSegments;
  19182. }
  19183. this.parameters = {
  19184. shapes: shapes,
  19185. curveSegments: curveSegments
  19186. };
  19187. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19188. this.mergeVertices();
  19189. }
  19190. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19191. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19192. ShapeGeometry.prototype.toJSON = function () {
  19193. var data = Geometry.prototype.toJSON.call( this );
  19194. var shapes = this.parameters.shapes;
  19195. return toJSON$1( shapes, data );
  19196. };
  19197. // ShapeBufferGeometry
  19198. function ShapeBufferGeometry( shapes, curveSegments ) {
  19199. BufferGeometry.call( this );
  19200. this.type = 'ShapeBufferGeometry';
  19201. this.parameters = {
  19202. shapes: shapes,
  19203. curveSegments: curveSegments
  19204. };
  19205. curveSegments = curveSegments || 12;
  19206. // buffers
  19207. var indices = [];
  19208. var vertices = [];
  19209. var normals = [];
  19210. var uvs = [];
  19211. // helper variables
  19212. var groupStart = 0;
  19213. var groupCount = 0;
  19214. // allow single and array values for "shapes" parameter
  19215. if ( Array.isArray( shapes ) === false ) {
  19216. addShape( shapes );
  19217. } else {
  19218. for ( var i = 0; i < shapes.length; i ++ ) {
  19219. addShape( shapes[ i ] );
  19220. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19221. groupStart += groupCount;
  19222. groupCount = 0;
  19223. }
  19224. }
  19225. // build geometry
  19226. this.setIndex( indices );
  19227. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19228. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19229. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19230. // helper functions
  19231. function addShape( shape ) {
  19232. var indexOffset = vertices.length / 3;
  19233. var points = shape.extractPoints( curveSegments );
  19234. var shapeVertices = points.shape;
  19235. var shapeHoles = points.holes;
  19236. // check direction of vertices
  19237. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19238. shapeVertices = shapeVertices.reverse();
  19239. }
  19240. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19241. var shapeHole = shapeHoles[ i ];
  19242. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19243. shapeHoles[ i ] = shapeHole.reverse();
  19244. }
  19245. }
  19246. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19247. // join vertices of inner and outer paths to a single array
  19248. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19249. var shapeHole$1 = shapeHoles[ i$1 ];
  19250. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19251. }
  19252. // vertices, normals, uvs
  19253. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19254. var vertex = shapeVertices[ i$2 ];
  19255. vertices.push( vertex.x, vertex.y, 0 );
  19256. normals.push( 0, 0, 1 );
  19257. uvs.push( vertex.x, vertex.y ); // world uvs
  19258. }
  19259. // incides
  19260. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19261. var face = faces[ i$3 ];
  19262. var a = face[ 0 ] + indexOffset;
  19263. var b = face[ 1 ] + indexOffset;
  19264. var c = face[ 2 ] + indexOffset;
  19265. indices.push( a, b, c );
  19266. groupCount += 3;
  19267. }
  19268. }
  19269. }
  19270. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19271. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19272. ShapeBufferGeometry.prototype.toJSON = function () {
  19273. var data = BufferGeometry.prototype.toJSON.call( this );
  19274. var shapes = this.parameters.shapes;
  19275. return toJSON$1( shapes, data );
  19276. };
  19277. //
  19278. function toJSON$1( shapes, data ) {
  19279. data.shapes = [];
  19280. if ( Array.isArray( shapes ) ) {
  19281. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19282. var shape = shapes[ i ];
  19283. data.shapes.push( shape.uuid );
  19284. }
  19285. } else {
  19286. data.shapes.push( shapes.uuid );
  19287. }
  19288. return data;
  19289. }
  19290. /**
  19291. * @author WestLangley / http://github.com/WestLangley
  19292. * @author Mugen87 / https://github.com/Mugen87
  19293. */
  19294. function EdgesGeometry( geometry, thresholdAngle ) {
  19295. BufferGeometry.call( this );
  19296. this.type = 'EdgesGeometry';
  19297. this.parameters = {
  19298. thresholdAngle: thresholdAngle
  19299. };
  19300. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19301. // buffer
  19302. var vertices = [];
  19303. // helper variables
  19304. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19305. var edge = [ 0, 0 ], edges = {};
  19306. var edge1, edge2, key;
  19307. var keys = [ 'a', 'b', 'c' ];
  19308. // prepare source geometry
  19309. var geometry2;
  19310. if ( geometry.isBufferGeometry ) {
  19311. geometry2 = new Geometry();
  19312. geometry2.fromBufferGeometry( geometry );
  19313. } else {
  19314. geometry2 = geometry.clone();
  19315. }
  19316. geometry2.mergeVertices();
  19317. geometry2.computeFaceNormals();
  19318. var sourceVertices = geometry2.vertices;
  19319. var faces = geometry2.faces;
  19320. // now create a data structure where each entry represents an edge with its adjoining faces
  19321. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19322. var face = faces[ i ];
  19323. for ( var j = 0; j < 3; j ++ ) {
  19324. edge1 = face[ keys[ j ] ];
  19325. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19326. edge[ 0 ] = Math.min( edge1, edge2 );
  19327. edge[ 1 ] = Math.max( edge1, edge2 );
  19328. key = edge[ 0 ] + ',' + edge[ 1 ];
  19329. if ( edges[ key ] === undefined ) {
  19330. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19331. } else {
  19332. edges[ key ].face2 = i;
  19333. }
  19334. }
  19335. }
  19336. // generate vertices
  19337. for ( key in edges ) {
  19338. var e = edges[ key ];
  19339. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19340. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19341. var vertex = sourceVertices[ e.index1 ];
  19342. vertices.push( vertex.x, vertex.y, vertex.z );
  19343. vertex = sourceVertices[ e.index2 ];
  19344. vertices.push( vertex.x, vertex.y, vertex.z );
  19345. }
  19346. }
  19347. // build geometry
  19348. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19349. }
  19350. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19351. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19352. /**
  19353. * @author mrdoob / http://mrdoob.com/
  19354. * @author Mugen87 / https://github.com/Mugen87
  19355. */
  19356. // CylinderGeometry
  19357. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19358. Geometry.call( this );
  19359. this.type = 'CylinderGeometry';
  19360. this.parameters = {
  19361. radiusTop: radiusTop,
  19362. radiusBottom: radiusBottom,
  19363. height: height,
  19364. radialSegments: radialSegments,
  19365. heightSegments: heightSegments,
  19366. openEnded: openEnded,
  19367. thetaStart: thetaStart,
  19368. thetaLength: thetaLength
  19369. };
  19370. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19371. this.mergeVertices();
  19372. }
  19373. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19374. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19375. // CylinderBufferGeometry
  19376. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19377. BufferGeometry.call( this );
  19378. this.type = 'CylinderBufferGeometry';
  19379. this.parameters = {
  19380. radiusTop: radiusTop,
  19381. radiusBottom: radiusBottom,
  19382. height: height,
  19383. radialSegments: radialSegments,
  19384. heightSegments: heightSegments,
  19385. openEnded: openEnded,
  19386. thetaStart: thetaStart,
  19387. thetaLength: thetaLength
  19388. };
  19389. var scope = this;
  19390. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19391. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19392. height = height || 1;
  19393. radialSegments = Math.floor( radialSegments ) || 8;
  19394. heightSegments = Math.floor( heightSegments ) || 1;
  19395. openEnded = openEnded !== undefined ? openEnded : false;
  19396. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19397. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19398. // buffers
  19399. var indices = [];
  19400. var vertices = [];
  19401. var normals = [];
  19402. var uvs = [];
  19403. // helper variables
  19404. var index = 0;
  19405. var indexArray = [];
  19406. var halfHeight = height / 2;
  19407. var groupStart = 0;
  19408. // generate geometry
  19409. generateTorso();
  19410. if ( openEnded === false ) {
  19411. if ( radiusTop > 0 ) { generateCap( true ); }
  19412. if ( radiusBottom > 0 ) { generateCap( false ); }
  19413. }
  19414. // build geometry
  19415. this.setIndex( indices );
  19416. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19417. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19418. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19419. function generateTorso() {
  19420. var normal = new Vector3();
  19421. var vertex = new Vector3();
  19422. var groupCount = 0;
  19423. // this will be used to calculate the normal
  19424. var slope = ( radiusBottom - radiusTop ) / height;
  19425. // generate vertices, normals and uvs
  19426. for ( var y = 0; y <= heightSegments; y ++ ) {
  19427. var indexRow = [];
  19428. var v = y / heightSegments;
  19429. // calculate the radius of the current row
  19430. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19431. for ( var x = 0; x <= radialSegments; x ++ ) {
  19432. var u = x / radialSegments;
  19433. var theta = u * thetaLength + thetaStart;
  19434. var sinTheta = Math.sin( theta );
  19435. var cosTheta = Math.cos( theta );
  19436. // vertex
  19437. vertex.x = radius * sinTheta;
  19438. vertex.y = - v * height + halfHeight;
  19439. vertex.z = radius * cosTheta;
  19440. vertices.push( vertex.x, vertex.y, vertex.z );
  19441. // normal
  19442. normal.set( sinTheta, slope, cosTheta ).normalize();
  19443. normals.push( normal.x, normal.y, normal.z );
  19444. // uv
  19445. uvs.push( u, 1 - v );
  19446. // save index of vertex in respective row
  19447. indexRow.push( index ++ );
  19448. }
  19449. // now save vertices of the row in our index array
  19450. indexArray.push( indexRow );
  19451. }
  19452. // generate indices
  19453. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19454. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19455. // we use the index array to access the correct indices
  19456. var a = indexArray[ y$1 ][ x$1 ];
  19457. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19458. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19459. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19460. // faces
  19461. indices.push( a, b, d );
  19462. indices.push( b, c, d );
  19463. // update group counter
  19464. groupCount += 6;
  19465. }
  19466. }
  19467. // add a group to the geometry. this will ensure multi material support
  19468. scope.addGroup( groupStart, groupCount, 0 );
  19469. // calculate new start value for groups
  19470. groupStart += groupCount;
  19471. }
  19472. function generateCap( top ) {
  19473. var centerIndexStart, centerIndexEnd;
  19474. var uv = new Vector2();
  19475. var vertex = new Vector3();
  19476. var groupCount = 0;
  19477. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19478. var sign = ( top === true ) ? 1 : - 1;
  19479. // save the index of the first center vertex
  19480. centerIndexStart = index;
  19481. // first we generate the center vertex data of the cap.
  19482. // because the geometry needs one set of uvs per face,
  19483. // we must generate a center vertex per face/segment
  19484. for ( var x = 1; x <= radialSegments; x ++ ) {
  19485. // vertex
  19486. vertices.push( 0, halfHeight * sign, 0 );
  19487. // normal
  19488. normals.push( 0, sign, 0 );
  19489. // uv
  19490. uvs.push( 0.5, 0.5 );
  19491. // increase index
  19492. index ++;
  19493. }
  19494. // save the index of the last center vertex
  19495. centerIndexEnd = index;
  19496. // now we generate the surrounding vertices, normals and uvs
  19497. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19498. var u = x$1 / radialSegments;
  19499. var theta = u * thetaLength + thetaStart;
  19500. var cosTheta = Math.cos( theta );
  19501. var sinTheta = Math.sin( theta );
  19502. // vertex
  19503. vertex.x = radius * sinTheta;
  19504. vertex.y = halfHeight * sign;
  19505. vertex.z = radius * cosTheta;
  19506. vertices.push( vertex.x, vertex.y, vertex.z );
  19507. // normal
  19508. normals.push( 0, sign, 0 );
  19509. // uv
  19510. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19511. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19512. uvs.push( uv.x, uv.y );
  19513. // increase index
  19514. index ++;
  19515. }
  19516. // generate indices
  19517. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19518. var c = centerIndexStart + x$2;
  19519. var i = centerIndexEnd + x$2;
  19520. if ( top === true ) {
  19521. // face top
  19522. indices.push( i, i + 1, c );
  19523. } else {
  19524. // face bottom
  19525. indices.push( i + 1, i, c );
  19526. }
  19527. groupCount += 3;
  19528. }
  19529. // add a group to the geometry. this will ensure multi material support
  19530. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19531. // calculate new start value for groups
  19532. groupStart += groupCount;
  19533. }
  19534. }
  19535. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19536. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19537. /**
  19538. * @author abelnation / http://github.com/abelnation
  19539. */
  19540. // ConeGeometry
  19541. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19542. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19543. this.type = 'ConeGeometry';
  19544. this.parameters = {
  19545. radius: radius,
  19546. height: height,
  19547. radialSegments: radialSegments,
  19548. heightSegments: heightSegments,
  19549. openEnded: openEnded,
  19550. thetaStart: thetaStart,
  19551. thetaLength: thetaLength
  19552. };
  19553. }
  19554. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19555. ConeGeometry.prototype.constructor = ConeGeometry;
  19556. // ConeBufferGeometry
  19557. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19558. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19559. this.type = 'ConeBufferGeometry';
  19560. this.parameters = {
  19561. radius: radius,
  19562. height: height,
  19563. radialSegments: radialSegments,
  19564. heightSegments: heightSegments,
  19565. openEnded: openEnded,
  19566. thetaStart: thetaStart,
  19567. thetaLength: thetaLength
  19568. };
  19569. }
  19570. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19571. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19572. /**
  19573. * @author benaadams / https://twitter.com/ben_a_adams
  19574. * @author Mugen87 / https://github.com/Mugen87
  19575. * @author hughes
  19576. */
  19577. // CircleGeometry
  19578. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19579. Geometry.call( this );
  19580. this.type = 'CircleGeometry';
  19581. this.parameters = {
  19582. radius: radius,
  19583. segments: segments,
  19584. thetaStart: thetaStart,
  19585. thetaLength: thetaLength
  19586. };
  19587. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19588. this.mergeVertices();
  19589. }
  19590. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19591. CircleGeometry.prototype.constructor = CircleGeometry;
  19592. // CircleBufferGeometry
  19593. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19594. BufferGeometry.call( this );
  19595. this.type = 'CircleBufferGeometry';
  19596. this.parameters = {
  19597. radius: radius,
  19598. segments: segments,
  19599. thetaStart: thetaStart,
  19600. thetaLength: thetaLength
  19601. };
  19602. radius = radius || 1;
  19603. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19604. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19605. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19606. // buffers
  19607. var indices = [];
  19608. var vertices = [];
  19609. var normals = [];
  19610. var uvs = [];
  19611. // helper variables
  19612. var vertex = new Vector3();
  19613. var uv = new Vector2();
  19614. // center point
  19615. vertices.push( 0, 0, 0 );
  19616. normals.push( 0, 0, 1 );
  19617. uvs.push( 0.5, 0.5 );
  19618. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19619. var segment = thetaStart + s / segments * thetaLength;
  19620. // vertex
  19621. vertex.x = radius * Math.cos( segment );
  19622. vertex.y = radius * Math.sin( segment );
  19623. vertices.push( vertex.x, vertex.y, vertex.z );
  19624. // normal
  19625. normals.push( 0, 0, 1 );
  19626. // uvs
  19627. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19628. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19629. uvs.push( uv.x, uv.y );
  19630. }
  19631. // indices
  19632. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19633. indices.push( i$1, i$1 + 1, 0 );
  19634. }
  19635. // build geometry
  19636. this.setIndex( indices );
  19637. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19638. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19639. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19640. }
  19641. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19642. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19643. var Geometries = /*#__PURE__*/Object.freeze({
  19644. __proto__: null,
  19645. WireframeGeometry: WireframeGeometry,
  19646. ParametricGeometry: ParametricGeometry,
  19647. ParametricBufferGeometry: ParametricBufferGeometry,
  19648. TetrahedronGeometry: TetrahedronGeometry,
  19649. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19650. OctahedronGeometry: OctahedronGeometry,
  19651. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19652. IcosahedronGeometry: IcosahedronGeometry,
  19653. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19654. DodecahedronGeometry: DodecahedronGeometry,
  19655. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19656. PolyhedronGeometry: PolyhedronGeometry,
  19657. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19658. TubeGeometry: TubeGeometry,
  19659. TubeBufferGeometry: TubeBufferGeometry,
  19660. TorusKnotGeometry: TorusKnotGeometry,
  19661. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19662. TorusGeometry: TorusGeometry,
  19663. TorusBufferGeometry: TorusBufferGeometry,
  19664. TextGeometry: TextGeometry,
  19665. TextBufferGeometry: TextBufferGeometry,
  19666. SphereGeometry: SphereGeometry,
  19667. SphereBufferGeometry: SphereBufferGeometry,
  19668. RingGeometry: RingGeometry,
  19669. RingBufferGeometry: RingBufferGeometry,
  19670. PlaneGeometry: PlaneGeometry,
  19671. PlaneBufferGeometry: PlaneBufferGeometry,
  19672. LatheGeometry: LatheGeometry,
  19673. LatheBufferGeometry: LatheBufferGeometry,
  19674. ShapeGeometry: ShapeGeometry,
  19675. ShapeBufferGeometry: ShapeBufferGeometry,
  19676. ExtrudeGeometry: ExtrudeGeometry,
  19677. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19678. EdgesGeometry: EdgesGeometry,
  19679. ConeGeometry: ConeGeometry,
  19680. ConeBufferGeometry: ConeBufferGeometry,
  19681. CylinderGeometry: CylinderGeometry,
  19682. CylinderBufferGeometry: CylinderBufferGeometry,
  19683. CircleGeometry: CircleGeometry,
  19684. CircleBufferGeometry: CircleBufferGeometry,
  19685. BoxGeometry: BoxGeometry,
  19686. BoxBufferGeometry: BoxBufferGeometry
  19687. });
  19688. /**
  19689. * @author mrdoob / http://mrdoob.com/
  19690. *
  19691. * parameters = {
  19692. * color: <THREE.Color>
  19693. * }
  19694. */
  19695. function ShadowMaterial( parameters ) {
  19696. Material.call( this );
  19697. this.type = 'ShadowMaterial';
  19698. this.color = new Color( 0x000000 );
  19699. this.transparent = true;
  19700. this.setValues( parameters );
  19701. }
  19702. ShadowMaterial.prototype = Object.create( Material.prototype );
  19703. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19704. ShadowMaterial.prototype.isShadowMaterial = true;
  19705. ShadowMaterial.prototype.copy = function ( source ) {
  19706. Material.prototype.copy.call( this, source );
  19707. this.color.copy( source.color );
  19708. return this;
  19709. };
  19710. /**
  19711. * @author mrdoob / http://mrdoob.com/
  19712. */
  19713. function RawShaderMaterial( parameters ) {
  19714. ShaderMaterial.call( this, parameters );
  19715. this.type = 'RawShaderMaterial';
  19716. }
  19717. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19718. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19719. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19720. /**
  19721. * @author WestLangley / http://github.com/WestLangley
  19722. *
  19723. * parameters = {
  19724. * color: <hex>,
  19725. * roughness: <float>,
  19726. * metalness: <float>,
  19727. * opacity: <float>,
  19728. *
  19729. * map: new THREE.Texture( <Image> ),
  19730. *
  19731. * lightMap: new THREE.Texture( <Image> ),
  19732. * lightMapIntensity: <float>
  19733. *
  19734. * aoMap: new THREE.Texture( <Image> ),
  19735. * aoMapIntensity: <float>
  19736. *
  19737. * emissive: <hex>,
  19738. * emissiveIntensity: <float>
  19739. * emissiveMap: new THREE.Texture( <Image> ),
  19740. *
  19741. * bumpMap: new THREE.Texture( <Image> ),
  19742. * bumpScale: <float>,
  19743. *
  19744. * normalMap: new THREE.Texture( <Image> ),
  19745. * normalMapType: THREE.TangentSpaceNormalMap,
  19746. * normalScale: <Vector2>,
  19747. *
  19748. * displacementMap: new THREE.Texture( <Image> ),
  19749. * displacementScale: <float>,
  19750. * displacementBias: <float>,
  19751. *
  19752. * roughnessMap: new THREE.Texture( <Image> ),
  19753. *
  19754. * metalnessMap: new THREE.Texture( <Image> ),
  19755. *
  19756. * alphaMap: new THREE.Texture( <Image> ),
  19757. *
  19758. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19759. * envMapIntensity: <float>
  19760. *
  19761. * refractionRatio: <float>,
  19762. *
  19763. * wireframe: <boolean>,
  19764. * wireframeLinewidth: <float>,
  19765. *
  19766. * skinning: <bool>,
  19767. * morphTargets: <bool>,
  19768. * morphNormals: <bool>
  19769. * }
  19770. */
  19771. function MeshStandardMaterial( parameters ) {
  19772. Material.call( this );
  19773. this.defines = { 'STANDARD': '' };
  19774. this.type = 'MeshStandardMaterial';
  19775. this.color = new Color( 0xffffff ); // diffuse
  19776. this.roughness = 1.0;
  19777. this.metalness = 0.0;
  19778. this.map = null;
  19779. this.lightMap = null;
  19780. this.lightMapIntensity = 1.0;
  19781. this.aoMap = null;
  19782. this.aoMapIntensity = 1.0;
  19783. this.emissive = new Color( 0x000000 );
  19784. this.emissiveIntensity = 1.0;
  19785. this.emissiveMap = null;
  19786. this.bumpMap = null;
  19787. this.bumpScale = 1;
  19788. this.normalMap = null;
  19789. this.normalMapType = TangentSpaceNormalMap;
  19790. this.normalScale = new Vector2( 1, 1 );
  19791. this.displacementMap = null;
  19792. this.displacementScale = 1;
  19793. this.displacementBias = 0;
  19794. this.roughnessMap = null;
  19795. this.metalnessMap = null;
  19796. this.alphaMap = null;
  19797. this.envMap = null;
  19798. this.envMapIntensity = 1.0;
  19799. this.refractionRatio = 0.98;
  19800. this.wireframe = false;
  19801. this.wireframeLinewidth = 1;
  19802. this.wireframeLinecap = 'round';
  19803. this.wireframeLinejoin = 'round';
  19804. this.skinning = false;
  19805. this.morphTargets = false;
  19806. this.morphNormals = false;
  19807. this.vertexTangents = false;
  19808. this.setValues( parameters );
  19809. }
  19810. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19811. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19812. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19813. MeshStandardMaterial.prototype.copy = function ( source ) {
  19814. Material.prototype.copy.call( this, source );
  19815. this.defines = { 'STANDARD': '' };
  19816. this.color.copy( source.color );
  19817. this.roughness = source.roughness;
  19818. this.metalness = source.metalness;
  19819. this.map = source.map;
  19820. this.lightMap = source.lightMap;
  19821. this.lightMapIntensity = source.lightMapIntensity;
  19822. this.aoMap = source.aoMap;
  19823. this.aoMapIntensity = source.aoMapIntensity;
  19824. this.emissive.copy( source.emissive );
  19825. this.emissiveMap = source.emissiveMap;
  19826. this.emissiveIntensity = source.emissiveIntensity;
  19827. this.bumpMap = source.bumpMap;
  19828. this.bumpScale = source.bumpScale;
  19829. this.normalMap = source.normalMap;
  19830. this.normalMapType = source.normalMapType;
  19831. this.normalScale.copy( source.normalScale );
  19832. this.displacementMap = source.displacementMap;
  19833. this.displacementScale = source.displacementScale;
  19834. this.displacementBias = source.displacementBias;
  19835. this.roughnessMap = source.roughnessMap;
  19836. this.metalnessMap = source.metalnessMap;
  19837. this.alphaMap = source.alphaMap;
  19838. this.envMap = source.envMap;
  19839. this.envMapIntensity = source.envMapIntensity;
  19840. this.refractionRatio = source.refractionRatio;
  19841. this.wireframe = source.wireframe;
  19842. this.wireframeLinewidth = source.wireframeLinewidth;
  19843. this.wireframeLinecap = source.wireframeLinecap;
  19844. this.wireframeLinejoin = source.wireframeLinejoin;
  19845. this.skinning = source.skinning;
  19846. this.morphTargets = source.morphTargets;
  19847. this.morphNormals = source.morphNormals;
  19848. this.vertexTangents = source.vertexTangents;
  19849. return this;
  19850. };
  19851. /**
  19852. * @author WestLangley / http://github.com/WestLangley
  19853. *
  19854. * parameters = {
  19855. * clearcoat: <float>,
  19856. * clearcoatMap: new THREE.Texture( <Image> ),
  19857. * clearcoatRoughness: <float>,
  19858. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19859. * clearcoatNormalScale: <Vector2>,
  19860. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19861. *
  19862. * reflectivity: <float>,
  19863. *
  19864. * sheen: <Color>,
  19865. *
  19866. * transparency: <float>
  19867. * }
  19868. */
  19869. function MeshPhysicalMaterial( parameters ) {
  19870. MeshStandardMaterial.call( this );
  19871. this.defines = {
  19872. 'STANDARD': '',
  19873. 'PHYSICAL': ''
  19874. };
  19875. this.type = 'MeshPhysicalMaterial';
  19876. this.clearcoat = 0.0;
  19877. this.clearcoatMap = null;
  19878. this.clearcoatRoughness = 0.0;
  19879. this.clearcoatRoughnessMap = null;
  19880. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19881. this.clearcoatNormalMap = null;
  19882. this.reflectivity = 0.5; // maps to F0 = 0.04
  19883. this.sheen = null; // null will disable sheen bsdf
  19884. this.transparency = 0.0;
  19885. this.setValues( parameters );
  19886. }
  19887. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19888. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19889. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19890. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19891. MeshStandardMaterial.prototype.copy.call( this, source );
  19892. this.defines = {
  19893. 'STANDARD': '',
  19894. 'PHYSICAL': ''
  19895. };
  19896. this.clearcoat = source.clearcoat;
  19897. this.clearcoatMap = source.clearcoatMap;
  19898. this.clearcoatRoughness = source.clearcoatRoughness;
  19899. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19900. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19901. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19902. this.reflectivity = source.reflectivity;
  19903. if ( source.sheen ) {
  19904. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19905. } else {
  19906. this.sheen = null;
  19907. }
  19908. this.transparency = source.transparency;
  19909. return this;
  19910. };
  19911. /**
  19912. * @author mrdoob / http://mrdoob.com/
  19913. * @author alteredq / http://alteredqualia.com/
  19914. *
  19915. * parameters = {
  19916. * color: <hex>,
  19917. * specular: <hex>,
  19918. * shininess: <float>,
  19919. * opacity: <float>,
  19920. *
  19921. * map: new THREE.Texture( <Image> ),
  19922. *
  19923. * lightMap: new THREE.Texture( <Image> ),
  19924. * lightMapIntensity: <float>
  19925. *
  19926. * aoMap: new THREE.Texture( <Image> ),
  19927. * aoMapIntensity: <float>
  19928. *
  19929. * emissive: <hex>,
  19930. * emissiveIntensity: <float>
  19931. * emissiveMap: new THREE.Texture( <Image> ),
  19932. *
  19933. * bumpMap: new THREE.Texture( <Image> ),
  19934. * bumpScale: <float>,
  19935. *
  19936. * normalMap: new THREE.Texture( <Image> ),
  19937. * normalMapType: THREE.TangentSpaceNormalMap,
  19938. * normalScale: <Vector2>,
  19939. *
  19940. * displacementMap: new THREE.Texture( <Image> ),
  19941. * displacementScale: <float>,
  19942. * displacementBias: <float>,
  19943. *
  19944. * specularMap: new THREE.Texture( <Image> ),
  19945. *
  19946. * alphaMap: new THREE.Texture( <Image> ),
  19947. *
  19948. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19949. * combine: THREE.MultiplyOperation,
  19950. * reflectivity: <float>,
  19951. * refractionRatio: <float>,
  19952. *
  19953. * wireframe: <boolean>,
  19954. * wireframeLinewidth: <float>,
  19955. *
  19956. * skinning: <bool>,
  19957. * morphTargets: <bool>,
  19958. * morphNormals: <bool>
  19959. * }
  19960. */
  19961. function MeshPhongMaterial( parameters ) {
  19962. Material.call( this );
  19963. this.type = 'MeshPhongMaterial';
  19964. this.color = new Color( 0xffffff ); // diffuse
  19965. this.specular = new Color( 0x111111 );
  19966. this.shininess = 30;
  19967. this.map = null;
  19968. this.lightMap = null;
  19969. this.lightMapIntensity = 1.0;
  19970. this.aoMap = null;
  19971. this.aoMapIntensity = 1.0;
  19972. this.emissive = new Color( 0x000000 );
  19973. this.emissiveIntensity = 1.0;
  19974. this.emissiveMap = null;
  19975. this.bumpMap = null;
  19976. this.bumpScale = 1;
  19977. this.normalMap = null;
  19978. this.normalMapType = TangentSpaceNormalMap;
  19979. this.normalScale = new Vector2( 1, 1 );
  19980. this.displacementMap = null;
  19981. this.displacementScale = 1;
  19982. this.displacementBias = 0;
  19983. this.specularMap = null;
  19984. this.alphaMap = null;
  19985. this.envMap = null;
  19986. this.combine = MultiplyOperation;
  19987. this.reflectivity = 1;
  19988. this.refractionRatio = 0.98;
  19989. this.wireframe = false;
  19990. this.wireframeLinewidth = 1;
  19991. this.wireframeLinecap = 'round';
  19992. this.wireframeLinejoin = 'round';
  19993. this.skinning = false;
  19994. this.morphTargets = false;
  19995. this.morphNormals = false;
  19996. this.setValues( parameters );
  19997. }
  19998. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19999. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20000. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20001. MeshPhongMaterial.prototype.copy = function ( source ) {
  20002. Material.prototype.copy.call( this, source );
  20003. this.color.copy( source.color );
  20004. this.specular.copy( source.specular );
  20005. this.shininess = source.shininess;
  20006. this.map = source.map;
  20007. this.lightMap = source.lightMap;
  20008. this.lightMapIntensity = source.lightMapIntensity;
  20009. this.aoMap = source.aoMap;
  20010. this.aoMapIntensity = source.aoMapIntensity;
  20011. this.emissive.copy( source.emissive );
  20012. this.emissiveMap = source.emissiveMap;
  20013. this.emissiveIntensity = source.emissiveIntensity;
  20014. this.bumpMap = source.bumpMap;
  20015. this.bumpScale = source.bumpScale;
  20016. this.normalMap = source.normalMap;
  20017. this.normalMapType = source.normalMapType;
  20018. this.normalScale.copy( source.normalScale );
  20019. this.displacementMap = source.displacementMap;
  20020. this.displacementScale = source.displacementScale;
  20021. this.displacementBias = source.displacementBias;
  20022. this.specularMap = source.specularMap;
  20023. this.alphaMap = source.alphaMap;
  20024. this.envMap = source.envMap;
  20025. this.combine = source.combine;
  20026. this.reflectivity = source.reflectivity;
  20027. this.refractionRatio = source.refractionRatio;
  20028. this.wireframe = source.wireframe;
  20029. this.wireframeLinewidth = source.wireframeLinewidth;
  20030. this.wireframeLinecap = source.wireframeLinecap;
  20031. this.wireframeLinejoin = source.wireframeLinejoin;
  20032. this.skinning = source.skinning;
  20033. this.morphTargets = source.morphTargets;
  20034. this.morphNormals = source.morphNormals;
  20035. return this;
  20036. };
  20037. /**
  20038. * @author takahirox / http://github.com/takahirox
  20039. *
  20040. * parameters = {
  20041. * color: <hex>,
  20042. * specular: <hex>,
  20043. * shininess: <float>,
  20044. *
  20045. * map: new THREE.Texture( <Image> ),
  20046. * gradientMap: new THREE.Texture( <Image> ),
  20047. *
  20048. * lightMap: new THREE.Texture( <Image> ),
  20049. * lightMapIntensity: <float>
  20050. *
  20051. * aoMap: new THREE.Texture( <Image> ),
  20052. * aoMapIntensity: <float>
  20053. *
  20054. * emissive: <hex>,
  20055. * emissiveIntensity: <float>
  20056. * emissiveMap: new THREE.Texture( <Image> ),
  20057. *
  20058. * bumpMap: new THREE.Texture( <Image> ),
  20059. * bumpScale: <float>,
  20060. *
  20061. * normalMap: new THREE.Texture( <Image> ),
  20062. * normalMapType: THREE.TangentSpaceNormalMap,
  20063. * normalScale: <Vector2>,
  20064. *
  20065. * displacementMap: new THREE.Texture( <Image> ),
  20066. * displacementScale: <float>,
  20067. * displacementBias: <float>,
  20068. *
  20069. * specularMap: new THREE.Texture( <Image> ),
  20070. *
  20071. * alphaMap: new THREE.Texture( <Image> ),
  20072. *
  20073. * wireframe: <boolean>,
  20074. * wireframeLinewidth: <float>,
  20075. *
  20076. * skinning: <bool>,
  20077. * morphTargets: <bool>,
  20078. * morphNormals: <bool>
  20079. * }
  20080. */
  20081. function MeshToonMaterial( parameters ) {
  20082. Material.call( this );
  20083. this.defines = { 'TOON': '' };
  20084. this.type = 'MeshToonMaterial';
  20085. this.color = new Color( 0xffffff );
  20086. this.specular = new Color( 0x111111 );
  20087. this.shininess = 30;
  20088. this.map = null;
  20089. this.gradientMap = null;
  20090. this.lightMap = null;
  20091. this.lightMapIntensity = 1.0;
  20092. this.aoMap = null;
  20093. this.aoMapIntensity = 1.0;
  20094. this.emissive = new Color( 0x000000 );
  20095. this.emissiveIntensity = 1.0;
  20096. this.emissiveMap = null;
  20097. this.bumpMap = null;
  20098. this.bumpScale = 1;
  20099. this.normalMap = null;
  20100. this.normalMapType = TangentSpaceNormalMap;
  20101. this.normalScale = new Vector2( 1, 1 );
  20102. this.displacementMap = null;
  20103. this.displacementScale = 1;
  20104. this.displacementBias = 0;
  20105. this.specularMap = null;
  20106. this.alphaMap = null;
  20107. this.wireframe = false;
  20108. this.wireframeLinewidth = 1;
  20109. this.wireframeLinecap = 'round';
  20110. this.wireframeLinejoin = 'round';
  20111. this.skinning = false;
  20112. this.morphTargets = false;
  20113. this.morphNormals = false;
  20114. this.setValues( parameters );
  20115. }
  20116. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20117. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20118. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20119. MeshToonMaterial.prototype.copy = function ( source ) {
  20120. Material.prototype.copy.call( this, source );
  20121. this.color.copy( source.color );
  20122. this.specular.copy( source.specular );
  20123. this.shininess = source.shininess;
  20124. this.map = source.map;
  20125. this.gradientMap = source.gradientMap;
  20126. this.lightMap = source.lightMap;
  20127. this.lightMapIntensity = source.lightMapIntensity;
  20128. this.aoMap = source.aoMap;
  20129. this.aoMapIntensity = source.aoMapIntensity;
  20130. this.emissive.copy( source.emissive );
  20131. this.emissiveMap = source.emissiveMap;
  20132. this.emissiveIntensity = source.emissiveIntensity;
  20133. this.bumpMap = source.bumpMap;
  20134. this.bumpScale = source.bumpScale;
  20135. this.normalMap = source.normalMap;
  20136. this.normalMapType = source.normalMapType;
  20137. this.normalScale.copy( source.normalScale );
  20138. this.displacementMap = source.displacementMap;
  20139. this.displacementScale = source.displacementScale;
  20140. this.displacementBias = source.displacementBias;
  20141. this.specularMap = source.specularMap;
  20142. this.alphaMap = source.alphaMap;
  20143. this.wireframe = source.wireframe;
  20144. this.wireframeLinewidth = source.wireframeLinewidth;
  20145. this.wireframeLinecap = source.wireframeLinecap;
  20146. this.wireframeLinejoin = source.wireframeLinejoin;
  20147. this.skinning = source.skinning;
  20148. this.morphTargets = source.morphTargets;
  20149. this.morphNormals = source.morphNormals;
  20150. return this;
  20151. };
  20152. /**
  20153. * @author mrdoob / http://mrdoob.com/
  20154. * @author WestLangley / http://github.com/WestLangley
  20155. *
  20156. * parameters = {
  20157. * opacity: <float>,
  20158. *
  20159. * bumpMap: new THREE.Texture( <Image> ),
  20160. * bumpScale: <float>,
  20161. *
  20162. * normalMap: new THREE.Texture( <Image> ),
  20163. * normalMapType: THREE.TangentSpaceNormalMap,
  20164. * normalScale: <Vector2>,
  20165. *
  20166. * displacementMap: new THREE.Texture( <Image> ),
  20167. * displacementScale: <float>,
  20168. * displacementBias: <float>,
  20169. *
  20170. * wireframe: <boolean>,
  20171. * wireframeLinewidth: <float>
  20172. *
  20173. * skinning: <bool>,
  20174. * morphTargets: <bool>,
  20175. * morphNormals: <bool>
  20176. * }
  20177. */
  20178. function MeshNormalMaterial( parameters ) {
  20179. Material.call( this );
  20180. this.type = 'MeshNormalMaterial';
  20181. this.bumpMap = null;
  20182. this.bumpScale = 1;
  20183. this.normalMap = null;
  20184. this.normalMapType = TangentSpaceNormalMap;
  20185. this.normalScale = new Vector2( 1, 1 );
  20186. this.displacementMap = null;
  20187. this.displacementScale = 1;
  20188. this.displacementBias = 0;
  20189. this.wireframe = false;
  20190. this.wireframeLinewidth = 1;
  20191. this.fog = false;
  20192. this.skinning = false;
  20193. this.morphTargets = false;
  20194. this.morphNormals = false;
  20195. this.setValues( parameters );
  20196. }
  20197. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20198. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20199. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20200. MeshNormalMaterial.prototype.copy = function ( source ) {
  20201. Material.prototype.copy.call( this, source );
  20202. this.bumpMap = source.bumpMap;
  20203. this.bumpScale = source.bumpScale;
  20204. this.normalMap = source.normalMap;
  20205. this.normalMapType = source.normalMapType;
  20206. this.normalScale.copy( source.normalScale );
  20207. this.displacementMap = source.displacementMap;
  20208. this.displacementScale = source.displacementScale;
  20209. this.displacementBias = source.displacementBias;
  20210. this.wireframe = source.wireframe;
  20211. this.wireframeLinewidth = source.wireframeLinewidth;
  20212. this.skinning = source.skinning;
  20213. this.morphTargets = source.morphTargets;
  20214. this.morphNormals = source.morphNormals;
  20215. return this;
  20216. };
  20217. /**
  20218. * @author mrdoob / http://mrdoob.com/
  20219. * @author alteredq / http://alteredqualia.com/
  20220. *
  20221. * parameters = {
  20222. * color: <hex>,
  20223. * opacity: <float>,
  20224. *
  20225. * map: new THREE.Texture( <Image> ),
  20226. *
  20227. * lightMap: new THREE.Texture( <Image> ),
  20228. * lightMapIntensity: <float>
  20229. *
  20230. * aoMap: new THREE.Texture( <Image> ),
  20231. * aoMapIntensity: <float>
  20232. *
  20233. * emissive: <hex>,
  20234. * emissiveIntensity: <float>
  20235. * emissiveMap: new THREE.Texture( <Image> ),
  20236. *
  20237. * specularMap: new THREE.Texture( <Image> ),
  20238. *
  20239. * alphaMap: new THREE.Texture( <Image> ),
  20240. *
  20241. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20242. * combine: THREE.Multiply,
  20243. * reflectivity: <float>,
  20244. * refractionRatio: <float>,
  20245. *
  20246. * wireframe: <boolean>,
  20247. * wireframeLinewidth: <float>,
  20248. *
  20249. * skinning: <bool>,
  20250. * morphTargets: <bool>,
  20251. * morphNormals: <bool>
  20252. * }
  20253. */
  20254. function MeshLambertMaterial( parameters ) {
  20255. Material.call( this );
  20256. this.type = 'MeshLambertMaterial';
  20257. this.color = new Color( 0xffffff ); // diffuse
  20258. this.map = null;
  20259. this.lightMap = null;
  20260. this.lightMapIntensity = 1.0;
  20261. this.aoMap = null;
  20262. this.aoMapIntensity = 1.0;
  20263. this.emissive = new Color( 0x000000 );
  20264. this.emissiveIntensity = 1.0;
  20265. this.emissiveMap = null;
  20266. this.specularMap = null;
  20267. this.alphaMap = null;
  20268. this.envMap = null;
  20269. this.combine = MultiplyOperation;
  20270. this.reflectivity = 1;
  20271. this.refractionRatio = 0.98;
  20272. this.wireframe = false;
  20273. this.wireframeLinewidth = 1;
  20274. this.wireframeLinecap = 'round';
  20275. this.wireframeLinejoin = 'round';
  20276. this.skinning = false;
  20277. this.morphTargets = false;
  20278. this.morphNormals = false;
  20279. this.setValues( parameters );
  20280. }
  20281. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20282. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20283. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20284. MeshLambertMaterial.prototype.copy = function ( source ) {
  20285. Material.prototype.copy.call( this, source );
  20286. this.color.copy( source.color );
  20287. this.map = source.map;
  20288. this.lightMap = source.lightMap;
  20289. this.lightMapIntensity = source.lightMapIntensity;
  20290. this.aoMap = source.aoMap;
  20291. this.aoMapIntensity = source.aoMapIntensity;
  20292. this.emissive.copy( source.emissive );
  20293. this.emissiveMap = source.emissiveMap;
  20294. this.emissiveIntensity = source.emissiveIntensity;
  20295. this.specularMap = source.specularMap;
  20296. this.alphaMap = source.alphaMap;
  20297. this.envMap = source.envMap;
  20298. this.combine = source.combine;
  20299. this.reflectivity = source.reflectivity;
  20300. this.refractionRatio = source.refractionRatio;
  20301. this.wireframe = source.wireframe;
  20302. this.wireframeLinewidth = source.wireframeLinewidth;
  20303. this.wireframeLinecap = source.wireframeLinecap;
  20304. this.wireframeLinejoin = source.wireframeLinejoin;
  20305. this.skinning = source.skinning;
  20306. this.morphTargets = source.morphTargets;
  20307. this.morphNormals = source.morphNormals;
  20308. return this;
  20309. };
  20310. /**
  20311. * @author WestLangley / http://github.com/WestLangley
  20312. *
  20313. * parameters = {
  20314. * color: <hex>,
  20315. * opacity: <float>,
  20316. *
  20317. * matcap: new THREE.Texture( <Image> ),
  20318. *
  20319. * map: new THREE.Texture( <Image> ),
  20320. *
  20321. * bumpMap: new THREE.Texture( <Image> ),
  20322. * bumpScale: <float>,
  20323. *
  20324. * normalMap: new THREE.Texture( <Image> ),
  20325. * normalMapType: THREE.TangentSpaceNormalMap,
  20326. * normalScale: <Vector2>,
  20327. *
  20328. * displacementMap: new THREE.Texture( <Image> ),
  20329. * displacementScale: <float>,
  20330. * displacementBias: <float>,
  20331. *
  20332. * alphaMap: new THREE.Texture( <Image> ),
  20333. *
  20334. * skinning: <bool>,
  20335. * morphTargets: <bool>,
  20336. * morphNormals: <bool>
  20337. * }
  20338. */
  20339. function MeshMatcapMaterial( parameters ) {
  20340. Material.call( this );
  20341. this.defines = { 'MATCAP': '' };
  20342. this.type = 'MeshMatcapMaterial';
  20343. this.color = new Color( 0xffffff ); // diffuse
  20344. this.matcap = null;
  20345. this.map = null;
  20346. this.bumpMap = null;
  20347. this.bumpScale = 1;
  20348. this.normalMap = null;
  20349. this.normalMapType = TangentSpaceNormalMap;
  20350. this.normalScale = new Vector2( 1, 1 );
  20351. this.displacementMap = null;
  20352. this.displacementScale = 1;
  20353. this.displacementBias = 0;
  20354. this.alphaMap = null;
  20355. this.skinning = false;
  20356. this.morphTargets = false;
  20357. this.morphNormals = false;
  20358. this.setValues( parameters );
  20359. }
  20360. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20361. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20362. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20363. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20364. Material.prototype.copy.call( this, source );
  20365. this.defines = { 'MATCAP': '' };
  20366. this.color.copy( source.color );
  20367. this.matcap = source.matcap;
  20368. this.map = source.map;
  20369. this.bumpMap = source.bumpMap;
  20370. this.bumpScale = source.bumpScale;
  20371. this.normalMap = source.normalMap;
  20372. this.normalMapType = source.normalMapType;
  20373. this.normalScale.copy( source.normalScale );
  20374. this.displacementMap = source.displacementMap;
  20375. this.displacementScale = source.displacementScale;
  20376. this.displacementBias = source.displacementBias;
  20377. this.alphaMap = source.alphaMap;
  20378. this.skinning = source.skinning;
  20379. this.morphTargets = source.morphTargets;
  20380. this.morphNormals = source.morphNormals;
  20381. return this;
  20382. };
  20383. /**
  20384. * @author alteredq / http://alteredqualia.com/
  20385. *
  20386. * parameters = {
  20387. * color: <hex>,
  20388. * opacity: <float>,
  20389. *
  20390. * linewidth: <float>,
  20391. *
  20392. * scale: <float>,
  20393. * dashSize: <float>,
  20394. * gapSize: <float>
  20395. * }
  20396. */
  20397. function LineDashedMaterial( parameters ) {
  20398. LineBasicMaterial.call( this );
  20399. this.type = 'LineDashedMaterial';
  20400. this.scale = 1;
  20401. this.dashSize = 3;
  20402. this.gapSize = 1;
  20403. this.setValues( parameters );
  20404. }
  20405. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20406. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20407. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20408. LineDashedMaterial.prototype.copy = function ( source ) {
  20409. LineBasicMaterial.prototype.copy.call( this, source );
  20410. this.scale = source.scale;
  20411. this.dashSize = source.dashSize;
  20412. this.gapSize = source.gapSize;
  20413. return this;
  20414. };
  20415. var Materials = /*#__PURE__*/Object.freeze({
  20416. __proto__: null,
  20417. ShadowMaterial: ShadowMaterial,
  20418. SpriteMaterial: SpriteMaterial,
  20419. RawShaderMaterial: RawShaderMaterial,
  20420. ShaderMaterial: ShaderMaterial,
  20421. PointsMaterial: PointsMaterial,
  20422. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20423. MeshStandardMaterial: MeshStandardMaterial,
  20424. MeshPhongMaterial: MeshPhongMaterial,
  20425. MeshToonMaterial: MeshToonMaterial,
  20426. MeshNormalMaterial: MeshNormalMaterial,
  20427. MeshLambertMaterial: MeshLambertMaterial,
  20428. MeshDepthMaterial: MeshDepthMaterial,
  20429. MeshDistanceMaterial: MeshDistanceMaterial,
  20430. MeshBasicMaterial: MeshBasicMaterial,
  20431. MeshMatcapMaterial: MeshMatcapMaterial,
  20432. LineDashedMaterial: LineDashedMaterial,
  20433. LineBasicMaterial: LineBasicMaterial,
  20434. Material: Material
  20435. });
  20436. /**
  20437. * @author tschw
  20438. * @author Ben Houston / http://clara.io/
  20439. * @author David Sarno / http://lighthaus.us/
  20440. */
  20441. var AnimationUtils = {
  20442. // same as Array.prototype.slice, but also works on typed arrays
  20443. arraySlice: function ( array, from, to ) {
  20444. if ( AnimationUtils.isTypedArray( array ) ) {
  20445. // in ios9 array.subarray(from, undefined) will return empty array
  20446. // but array.subarray(from) or array.subarray(from, len) is correct
  20447. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20448. }
  20449. return array.slice( from, to );
  20450. },
  20451. // converts an array to a specific type
  20452. convertArray: function ( array, type, forceClone ) {
  20453. if ( ! array || // let 'undefined' and 'null' pass
  20454. ! forceClone && array.constructor === type ) { return array; }
  20455. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20456. return new type( array ); // create typed array
  20457. }
  20458. return Array.prototype.slice.call( array ); // create Array
  20459. },
  20460. isTypedArray: function ( object ) {
  20461. return ArrayBuffer.isView( object ) &&
  20462. ! ( object instanceof DataView );
  20463. },
  20464. // returns an array by which times and values can be sorted
  20465. getKeyframeOrder: function ( times ) {
  20466. function compareTime( i, j ) {
  20467. return times[ i ] - times[ j ];
  20468. }
  20469. var n = times.length;
  20470. var result = new Array( n );
  20471. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20472. result.sort( compareTime );
  20473. return result;
  20474. },
  20475. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20476. sortedArray: function ( values, stride, order ) {
  20477. var nValues = values.length;
  20478. var result = new values.constructor( nValues );
  20479. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20480. var srcOffset = order[ i ] * stride;
  20481. for ( var j = 0; j !== stride; ++ j ) {
  20482. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20483. }
  20484. }
  20485. return result;
  20486. },
  20487. // function for parsing AOS keyframe formats
  20488. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20489. var i = 1, key = jsonKeys[ 0 ];
  20490. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20491. key = jsonKeys[ i ++ ];
  20492. }
  20493. if ( key === undefined ) { return; } // no data
  20494. var value = key[ valuePropertyName ];
  20495. if ( value === undefined ) { return; } // no data
  20496. if ( Array.isArray( value ) ) {
  20497. do {
  20498. value = key[ valuePropertyName ];
  20499. if ( value !== undefined ) {
  20500. times.push( key.time );
  20501. values.push.apply( values, value ); // push all elements
  20502. }
  20503. key = jsonKeys[ i ++ ];
  20504. } while ( key !== undefined );
  20505. } else if ( value.toArray !== undefined ) {
  20506. // ...assume THREE.Math-ish
  20507. do {
  20508. value = key[ valuePropertyName ];
  20509. if ( value !== undefined ) {
  20510. times.push( key.time );
  20511. value.toArray( values, values.length );
  20512. }
  20513. key = jsonKeys[ i ++ ];
  20514. } while ( key !== undefined );
  20515. } else {
  20516. // otherwise push as-is
  20517. do {
  20518. value = key[ valuePropertyName ];
  20519. if ( value !== undefined ) {
  20520. times.push( key.time );
  20521. values.push( value );
  20522. }
  20523. key = jsonKeys[ i ++ ];
  20524. } while ( key !== undefined );
  20525. }
  20526. },
  20527. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20528. fps = fps || 30;
  20529. var clip = sourceClip.clone();
  20530. clip.name = name;
  20531. var tracks = [];
  20532. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20533. var track = clip.tracks[ i ];
  20534. var valueSize = track.getValueSize();
  20535. var times = [];
  20536. var values = [];
  20537. for ( var j = 0; j < track.times.length; ++ j ) {
  20538. var frame = track.times[ j ] * fps;
  20539. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20540. times.push( track.times[ j ] );
  20541. for ( var k = 0; k < valueSize; ++ k ) {
  20542. values.push( track.values[ j * valueSize + k ] );
  20543. }
  20544. }
  20545. if ( times.length === 0 ) { continue; }
  20546. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20547. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20548. tracks.push( track );
  20549. }
  20550. clip.tracks = tracks;
  20551. // find minimum .times value across all tracks in the trimmed clip
  20552. var minStartTime = Infinity;
  20553. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20554. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20555. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20556. }
  20557. }
  20558. // shift all tracks such that clip begins at t=0
  20559. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20560. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20561. }
  20562. clip.resetDuration();
  20563. return clip;
  20564. },
  20565. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20566. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20567. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20568. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20569. var numTracks = targetClip.tracks.length;
  20570. var referenceTime = referenceFrame / fps;
  20571. // Make each track's values relative to the values at the reference frame
  20572. var loop = function ( i ) {
  20573. var referenceTrack = referenceClip.tracks[ i ];
  20574. var referenceTrackType = referenceTrack.ValueTypeName;
  20575. // Skip this track if it's non-numeric
  20576. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20577. // Find the track in the target clip whose name and type matches the reference track
  20578. var targetTrack = targetClip.tracks.find( function ( track ) {
  20579. return track.name === referenceTrack.name
  20580. && track.ValueTypeName === referenceTrackType;
  20581. } );
  20582. if ( targetTrack === undefined ) { return; }
  20583. var valueSize = referenceTrack.getValueSize();
  20584. var lastIndex = referenceTrack.times.length - 1;
  20585. var referenceValue = (void 0);
  20586. // Find the value to subtract out of the track
  20587. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20588. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20589. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20590. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20591. // Reference frame is after the last keyframe, so just use the last keyframe
  20592. var startIndex = lastIndex * valueSize;
  20593. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20594. } else {
  20595. // Interpolate to the reference value
  20596. var interpolant = referenceTrack.createInterpolant();
  20597. interpolant.evaluate( referenceTime );
  20598. referenceValue = interpolant.resultBuffer;
  20599. }
  20600. // Conjugate the quaternion
  20601. if ( referenceTrackType === 'quaternion' ) {
  20602. var referenceQuat = new Quaternion(
  20603. referenceValue[ 0 ],
  20604. referenceValue[ 1 ],
  20605. referenceValue[ 2 ],
  20606. referenceValue[ 3 ]
  20607. ).normalize().conjugate();
  20608. referenceQuat.toArray( referenceValue );
  20609. }
  20610. // Subtract the reference value from all of the track values
  20611. var numTimes = targetTrack.times.length;
  20612. for ( var j = 0; j < numTimes; ++ j ) {
  20613. var valueStart = j * valueSize;
  20614. if ( referenceTrackType === 'quaternion' ) {
  20615. // Multiply the conjugate for quaternion track types
  20616. Quaternion.multiplyQuaternionsFlat(
  20617. targetTrack.values,
  20618. valueStart,
  20619. referenceValue,
  20620. 0,
  20621. targetTrack.values,
  20622. valueStart
  20623. );
  20624. } else {
  20625. // Subtract each value for all other numeric track types
  20626. for ( var k = 0; k < valueSize; ++ k ) {
  20627. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20628. }
  20629. }
  20630. }
  20631. };
  20632. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20633. targetClip.blendMode = AdditiveAnimationBlendMode;
  20634. return targetClip;
  20635. }
  20636. };
  20637. /**
  20638. * Abstract base class of interpolants over parametric samples.
  20639. *
  20640. * The parameter domain is one dimensional, typically the time or a path
  20641. * along a curve defined by the data.
  20642. *
  20643. * The sample values can have any dimensionality and derived classes may
  20644. * apply special interpretations to the data.
  20645. *
  20646. * This class provides the interval seek in a Template Method, deferring
  20647. * the actual interpolation to derived classes.
  20648. *
  20649. * Time complexity is O(1) for linear access crossing at most two points
  20650. * and O(log N) for random access, where N is the number of positions.
  20651. *
  20652. * References:
  20653. *
  20654. * http://www.oodesign.com/template-method-pattern.html
  20655. *
  20656. * @author tschw
  20657. */
  20658. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20659. this.parameterPositions = parameterPositions;
  20660. this._cachedIndex = 0;
  20661. this.resultBuffer = resultBuffer !== undefined ?
  20662. resultBuffer : new sampleValues.constructor( sampleSize );
  20663. this.sampleValues = sampleValues;
  20664. this.valueSize = sampleSize;
  20665. }
  20666. Object.assign( Interpolant.prototype, {
  20667. evaluate: function ( t ) {
  20668. var pp = this.parameterPositions,
  20669. i1 = this._cachedIndex,
  20670. t1 = pp[ i1 ],
  20671. t0 = pp[ i1 - 1 ];
  20672. validate_interval: {
  20673. seek: {
  20674. var right;
  20675. linear_scan: {
  20676. //- See http://jsperf.com/comparison-to-undefined/3
  20677. //- slower code:
  20678. //-
  20679. //- if ( t >= t1 || t1 === undefined ) {
  20680. forward_scan: if ( ! ( t < t1 ) ) {
  20681. for ( var giveUpAt = i1 + 2; ; ) {
  20682. if ( t1 === undefined ) {
  20683. if ( t < t0 ) { break forward_scan; }
  20684. // after end
  20685. i1 = pp.length;
  20686. this._cachedIndex = i1;
  20687. return this.afterEnd_( i1 - 1, t, t0 );
  20688. }
  20689. if ( i1 === giveUpAt ) { break; } // this loop
  20690. t0 = t1;
  20691. t1 = pp[ ++ i1 ];
  20692. if ( t < t1 ) {
  20693. // we have arrived at the sought interval
  20694. break seek;
  20695. }
  20696. }
  20697. // prepare binary search on the right side of the index
  20698. right = pp.length;
  20699. break linear_scan;
  20700. }
  20701. //- slower code:
  20702. //- if ( t < t0 || t0 === undefined ) {
  20703. if ( ! ( t >= t0 ) ) {
  20704. // looping?
  20705. var t1global = pp[ 1 ];
  20706. if ( t < t1global ) {
  20707. i1 = 2; // + 1, using the scan for the details
  20708. t0 = t1global;
  20709. }
  20710. // linear reverse scan
  20711. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20712. if ( t0 === undefined ) {
  20713. // before start
  20714. this._cachedIndex = 0;
  20715. return this.beforeStart_( 0, t, t1 );
  20716. }
  20717. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20718. t1 = t0;
  20719. t0 = pp[ -- i1 - 1 ];
  20720. if ( t >= t0 ) {
  20721. // we have arrived at the sought interval
  20722. break seek;
  20723. }
  20724. }
  20725. // prepare binary search on the left side of the index
  20726. right = i1;
  20727. i1 = 0;
  20728. break linear_scan;
  20729. }
  20730. // the interval is valid
  20731. break validate_interval;
  20732. } // linear scan
  20733. // binary search
  20734. while ( i1 < right ) {
  20735. var mid = ( i1 + right ) >>> 1;
  20736. if ( t < pp[ mid ] ) {
  20737. right = mid;
  20738. } else {
  20739. i1 = mid + 1;
  20740. }
  20741. }
  20742. t1 = pp[ i1 ];
  20743. t0 = pp[ i1 - 1 ];
  20744. // check boundary cases, again
  20745. if ( t0 === undefined ) {
  20746. this._cachedIndex = 0;
  20747. return this.beforeStart_( 0, t, t1 );
  20748. }
  20749. if ( t1 === undefined ) {
  20750. i1 = pp.length;
  20751. this._cachedIndex = i1;
  20752. return this.afterEnd_( i1 - 1, t0, t );
  20753. }
  20754. } // seek
  20755. this._cachedIndex = i1;
  20756. this.intervalChanged_( i1, t0, t1 );
  20757. } // validate_interval
  20758. return this.interpolate_( i1, t0, t, t1 );
  20759. },
  20760. settings: null, // optional, subclass-specific settings structure
  20761. // Note: The indirection allows central control of many interpolants.
  20762. // --- Protected interface
  20763. DefaultSettings_: {},
  20764. getSettings_: function () {
  20765. return this.settings || this.DefaultSettings_;
  20766. },
  20767. copySampleValue_: function ( index ) {
  20768. // copies a sample value to the result buffer
  20769. var result = this.resultBuffer,
  20770. values = this.sampleValues,
  20771. stride = this.valueSize,
  20772. offset = index * stride;
  20773. for ( var i = 0; i !== stride; ++ i ) {
  20774. result[ i ] = values[ offset + i ];
  20775. }
  20776. return result;
  20777. },
  20778. // Template methods for derived classes:
  20779. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20780. throw new Error( 'call to abstract method' );
  20781. // implementations shall return this.resultBuffer
  20782. },
  20783. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20784. // empty
  20785. }
  20786. } );
  20787. // DECLARE ALIAS AFTER assign prototype
  20788. Object.assign( Interpolant.prototype, {
  20789. //( 0, t, t0 ), returns this.resultBuffer
  20790. beforeStart_: Interpolant.prototype.copySampleValue_,
  20791. //( N-1, tN-1, t ), returns this.resultBuffer
  20792. afterEnd_: Interpolant.prototype.copySampleValue_,
  20793. } );
  20794. /**
  20795. * Fast and simple cubic spline interpolant.
  20796. *
  20797. * It was derived from a Hermitian construction setting the first derivative
  20798. * at each sample position to the linear slope between neighboring positions
  20799. * over their parameter interval.
  20800. *
  20801. * @author tschw
  20802. */
  20803. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20804. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20805. this._weightPrev = - 0;
  20806. this._offsetPrev = - 0;
  20807. this._weightNext = - 0;
  20808. this._offsetNext = - 0;
  20809. }
  20810. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20811. constructor: CubicInterpolant,
  20812. DefaultSettings_: {
  20813. endingStart: ZeroCurvatureEnding,
  20814. endingEnd: ZeroCurvatureEnding
  20815. },
  20816. intervalChanged_: function ( i1, t0, t1 ) {
  20817. var pp = this.parameterPositions,
  20818. iPrev = i1 - 2,
  20819. iNext = i1 + 1,
  20820. tPrev = pp[ iPrev ],
  20821. tNext = pp[ iNext ];
  20822. if ( tPrev === undefined ) {
  20823. switch ( this.getSettings_().endingStart ) {
  20824. case ZeroSlopeEnding:
  20825. // f'(t0) = 0
  20826. iPrev = i1;
  20827. tPrev = 2 * t0 - t1;
  20828. break;
  20829. case WrapAroundEnding:
  20830. // use the other end of the curve
  20831. iPrev = pp.length - 2;
  20832. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20833. break;
  20834. default: // ZeroCurvatureEnding
  20835. // f''(t0) = 0 a.k.a. Natural Spline
  20836. iPrev = i1;
  20837. tPrev = t1;
  20838. }
  20839. }
  20840. if ( tNext === undefined ) {
  20841. switch ( this.getSettings_().endingEnd ) {
  20842. case ZeroSlopeEnding:
  20843. // f'(tN) = 0
  20844. iNext = i1;
  20845. tNext = 2 * t1 - t0;
  20846. break;
  20847. case WrapAroundEnding:
  20848. // use the other end of the curve
  20849. iNext = 1;
  20850. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20851. break;
  20852. default: // ZeroCurvatureEnding
  20853. // f''(tN) = 0, a.k.a. Natural Spline
  20854. iNext = i1 - 1;
  20855. tNext = t0;
  20856. }
  20857. }
  20858. var halfDt = ( t1 - t0 ) * 0.5,
  20859. stride = this.valueSize;
  20860. this._weightPrev = halfDt / ( t0 - tPrev );
  20861. this._weightNext = halfDt / ( tNext - t1 );
  20862. this._offsetPrev = iPrev * stride;
  20863. this._offsetNext = iNext * stride;
  20864. },
  20865. interpolate_: function ( i1, t0, t, t1 ) {
  20866. var result = this.resultBuffer,
  20867. values = this.sampleValues,
  20868. stride = this.valueSize,
  20869. o1 = i1 * stride, o0 = o1 - stride,
  20870. oP = this._offsetPrev, oN = this._offsetNext,
  20871. wP = this._weightPrev, wN = this._weightNext,
  20872. p = ( t - t0 ) / ( t1 - t0 ),
  20873. pp = p * p,
  20874. ppp = pp * p;
  20875. // evaluate polynomials
  20876. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20877. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20878. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20879. var sN = wN * ppp - wN * pp;
  20880. // combine data linearly
  20881. for ( var i = 0; i !== stride; ++ i ) {
  20882. result[ i ] =
  20883. sP * values[ oP + i ] +
  20884. s0 * values[ o0 + i ] +
  20885. s1 * values[ o1 + i ] +
  20886. sN * values[ oN + i ];
  20887. }
  20888. return result;
  20889. }
  20890. } );
  20891. /**
  20892. * @author tschw
  20893. */
  20894. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20895. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20896. }
  20897. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20898. constructor: LinearInterpolant,
  20899. interpolate_: function ( i1, t0, t, t1 ) {
  20900. var result = this.resultBuffer,
  20901. values = this.sampleValues,
  20902. stride = this.valueSize,
  20903. offset1 = i1 * stride,
  20904. offset0 = offset1 - stride,
  20905. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20906. weight0 = 1 - weight1;
  20907. for ( var i = 0; i !== stride; ++ i ) {
  20908. result[ i ] =
  20909. values[ offset0 + i ] * weight0 +
  20910. values[ offset1 + i ] * weight1;
  20911. }
  20912. return result;
  20913. }
  20914. } );
  20915. /**
  20916. *
  20917. * Interpolant that evaluates to the sample value at the position preceeding
  20918. * the parameter.
  20919. *
  20920. * @author tschw
  20921. */
  20922. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20923. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20924. }
  20925. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20926. constructor: DiscreteInterpolant,
  20927. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20928. return this.copySampleValue_( i1 - 1 );
  20929. }
  20930. } );
  20931. /**
  20932. *
  20933. * A timed sequence of keyframes for a specific property.
  20934. *
  20935. *
  20936. * @author Ben Houston / http://clara.io/
  20937. * @author David Sarno / http://lighthaus.us/
  20938. * @author tschw
  20939. */
  20940. function KeyframeTrack( name, times, values, interpolation ) {
  20941. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20942. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20943. this.name = name;
  20944. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20945. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20946. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20947. }
  20948. // Static methods
  20949. Object.assign( KeyframeTrack, {
  20950. // Serialization (in static context, because of constructor invocation
  20951. // and automatic invocation of .toJSON):
  20952. toJSON: function ( track ) {
  20953. var trackType = track.constructor;
  20954. var json;
  20955. // derived classes can define a static toJSON method
  20956. if ( trackType.toJSON !== undefined ) {
  20957. json = trackType.toJSON( track );
  20958. } else {
  20959. // by default, we assume the data can be serialized as-is
  20960. json = {
  20961. 'name': track.name,
  20962. 'times': AnimationUtils.convertArray( track.times, Array ),
  20963. 'values': AnimationUtils.convertArray( track.values, Array )
  20964. };
  20965. var interpolation = track.getInterpolation();
  20966. if ( interpolation !== track.DefaultInterpolation ) {
  20967. json.interpolation = interpolation;
  20968. }
  20969. }
  20970. json.type = track.ValueTypeName; // mandatory
  20971. return json;
  20972. }
  20973. } );
  20974. Object.assign( KeyframeTrack.prototype, {
  20975. constructor: KeyframeTrack,
  20976. TimeBufferType: Float32Array,
  20977. ValueBufferType: Float32Array,
  20978. DefaultInterpolation: InterpolateLinear,
  20979. InterpolantFactoryMethodDiscrete: function ( result ) {
  20980. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20981. },
  20982. InterpolantFactoryMethodLinear: function ( result ) {
  20983. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20984. },
  20985. InterpolantFactoryMethodSmooth: function ( result ) {
  20986. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20987. },
  20988. setInterpolation: function ( interpolation ) {
  20989. var factoryMethod;
  20990. switch ( interpolation ) {
  20991. case InterpolateDiscrete:
  20992. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20993. break;
  20994. case InterpolateLinear:
  20995. factoryMethod = this.InterpolantFactoryMethodLinear;
  20996. break;
  20997. case InterpolateSmooth:
  20998. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20999. break;
  21000. }
  21001. if ( factoryMethod === undefined ) {
  21002. var message = "unsupported interpolation for " +
  21003. this.ValueTypeName + " keyframe track named " + this.name;
  21004. if ( this.createInterpolant === undefined ) {
  21005. // fall back to default, unless the default itself is messed up
  21006. if ( interpolation !== this.DefaultInterpolation ) {
  21007. this.setInterpolation( this.DefaultInterpolation );
  21008. } else {
  21009. throw new Error( message ); // fatal, in this case
  21010. }
  21011. }
  21012. console.warn( 'THREE.KeyframeTrack:', message );
  21013. return this;
  21014. }
  21015. this.createInterpolant = factoryMethod;
  21016. return this;
  21017. },
  21018. getInterpolation: function () {
  21019. switch ( this.createInterpolant ) {
  21020. case this.InterpolantFactoryMethodDiscrete:
  21021. return InterpolateDiscrete;
  21022. case this.InterpolantFactoryMethodLinear:
  21023. return InterpolateLinear;
  21024. case this.InterpolantFactoryMethodSmooth:
  21025. return InterpolateSmooth;
  21026. }
  21027. },
  21028. getValueSize: function () {
  21029. return this.values.length / this.times.length;
  21030. },
  21031. // move all keyframes either forwards or backwards in time
  21032. shift: function ( timeOffset ) {
  21033. if ( timeOffset !== 0.0 ) {
  21034. var times = this.times;
  21035. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21036. times[ i ] += timeOffset;
  21037. }
  21038. }
  21039. return this;
  21040. },
  21041. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21042. scale: function ( timeScale ) {
  21043. if ( timeScale !== 1.0 ) {
  21044. var times = this.times;
  21045. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21046. times[ i ] *= timeScale;
  21047. }
  21048. }
  21049. return this;
  21050. },
  21051. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21052. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21053. trim: function ( startTime, endTime ) {
  21054. var times = this.times,
  21055. nKeys = times.length;
  21056. var from = 0,
  21057. to = nKeys - 1;
  21058. while ( from !== nKeys && times[ from ] < startTime ) {
  21059. ++ from;
  21060. }
  21061. while ( to !== - 1 && times[ to ] > endTime ) {
  21062. -- to;
  21063. }
  21064. ++ to; // inclusive -> exclusive bound
  21065. if ( from !== 0 || to !== nKeys ) {
  21066. // empty tracks are forbidden, so keep at least one keyframe
  21067. if ( from >= to ) {
  21068. to = Math.max( to, 1 );
  21069. from = to - 1;
  21070. }
  21071. var stride = this.getValueSize();
  21072. this.times = AnimationUtils.arraySlice( times, from, to );
  21073. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21074. }
  21075. return this;
  21076. },
  21077. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21078. validate: function () {
  21079. var valid = true;
  21080. var valueSize = this.getValueSize();
  21081. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21082. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21083. valid = false;
  21084. }
  21085. var times = this.times,
  21086. values = this.values,
  21087. nKeys = times.length;
  21088. if ( nKeys === 0 ) {
  21089. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21090. valid = false;
  21091. }
  21092. var prevTime = null;
  21093. for ( var i = 0; i !== nKeys; i ++ ) {
  21094. var currTime = times[ i ];
  21095. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21096. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21097. valid = false;
  21098. break;
  21099. }
  21100. if ( prevTime !== null && prevTime > currTime ) {
  21101. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21102. valid = false;
  21103. break;
  21104. }
  21105. prevTime = currTime;
  21106. }
  21107. if ( values !== undefined ) {
  21108. if ( AnimationUtils.isTypedArray( values ) ) {
  21109. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21110. var value = values[ i$1 ];
  21111. if ( isNaN( value ) ) {
  21112. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21113. valid = false;
  21114. break;
  21115. }
  21116. }
  21117. }
  21118. }
  21119. return valid;
  21120. },
  21121. // removes equivalent sequential keys as common in morph target sequences
  21122. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21123. optimize: function () {
  21124. // times or values may be shared with other tracks, so overwriting is unsafe
  21125. var times = AnimationUtils.arraySlice( this.times ),
  21126. values = AnimationUtils.arraySlice( this.values ),
  21127. stride = this.getValueSize(),
  21128. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21129. lastIndex = times.length - 1;
  21130. var writeIndex = 1;
  21131. for ( var i = 1; i < lastIndex; ++ i ) {
  21132. var keep = false;
  21133. var time = times[ i ];
  21134. var timeNext = times[ i + 1 ];
  21135. // remove adjacent keyframes scheduled at the same time
  21136. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21137. if ( ! smoothInterpolation ) {
  21138. // remove unnecessary keyframes same as their neighbors
  21139. var offset = i * stride,
  21140. offsetP = offset - stride,
  21141. offsetN = offset + stride;
  21142. for ( var j = 0; j !== stride; ++ j ) {
  21143. var value = values[ offset + j ];
  21144. if ( value !== values[ offsetP + j ] ||
  21145. value !== values[ offsetN + j ] ) {
  21146. keep = true;
  21147. break;
  21148. }
  21149. }
  21150. } else {
  21151. keep = true;
  21152. }
  21153. }
  21154. // in-place compaction
  21155. if ( keep ) {
  21156. if ( i !== writeIndex ) {
  21157. times[ writeIndex ] = times[ i ];
  21158. var readOffset = i * stride,
  21159. writeOffset = writeIndex * stride;
  21160. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21161. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21162. }
  21163. }
  21164. ++ writeIndex;
  21165. }
  21166. }
  21167. // flush last keyframe (compaction looks ahead)
  21168. if ( lastIndex > 0 ) {
  21169. times[ writeIndex ] = times[ lastIndex ];
  21170. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21171. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21172. }
  21173. ++ writeIndex;
  21174. }
  21175. if ( writeIndex !== times.length ) {
  21176. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21177. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21178. } else {
  21179. this.times = times;
  21180. this.values = values;
  21181. }
  21182. return this;
  21183. },
  21184. clone: function () {
  21185. var times = AnimationUtils.arraySlice( this.times, 0 );
  21186. var values = AnimationUtils.arraySlice( this.values, 0 );
  21187. var TypedKeyframeTrack = this.constructor;
  21188. var track = new TypedKeyframeTrack( this.name, times, values );
  21189. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21190. track.createInterpolant = this.createInterpolant;
  21191. return track;
  21192. }
  21193. } );
  21194. /**
  21195. *
  21196. * A Track of Boolean keyframe values.
  21197. *
  21198. *
  21199. * @author Ben Houston / http://clara.io/
  21200. * @author David Sarno / http://lighthaus.us/
  21201. * @author tschw
  21202. */
  21203. function BooleanKeyframeTrack( name, times, values ) {
  21204. KeyframeTrack.call( this, name, times, values );
  21205. }
  21206. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21207. constructor: BooleanKeyframeTrack,
  21208. ValueTypeName: 'bool',
  21209. ValueBufferType: Array,
  21210. DefaultInterpolation: InterpolateDiscrete,
  21211. InterpolantFactoryMethodLinear: undefined,
  21212. InterpolantFactoryMethodSmooth: undefined
  21213. // Note: Actually this track could have a optimized / compressed
  21214. // representation of a single value and a custom interpolant that
  21215. // computes "firstValue ^ isOdd( index )".
  21216. } );
  21217. /**
  21218. *
  21219. * A Track of keyframe values that represent color.
  21220. *
  21221. *
  21222. * @author Ben Houston / http://clara.io/
  21223. * @author David Sarno / http://lighthaus.us/
  21224. * @author tschw
  21225. */
  21226. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21227. KeyframeTrack.call( this, name, times, values, interpolation );
  21228. }
  21229. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21230. constructor: ColorKeyframeTrack,
  21231. ValueTypeName: 'color'
  21232. // ValueBufferType is inherited
  21233. // DefaultInterpolation is inherited
  21234. // Note: Very basic implementation and nothing special yet.
  21235. // However, this is the place for color space parameterization.
  21236. } );
  21237. /**
  21238. *
  21239. * A Track of numeric keyframe values.
  21240. *
  21241. * @author Ben Houston / http://clara.io/
  21242. * @author David Sarno / http://lighthaus.us/
  21243. * @author tschw
  21244. */
  21245. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21246. KeyframeTrack.call( this, name, times, values, interpolation );
  21247. }
  21248. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21249. constructor: NumberKeyframeTrack,
  21250. ValueTypeName: 'number'
  21251. // ValueBufferType is inherited
  21252. // DefaultInterpolation is inherited
  21253. } );
  21254. /**
  21255. * Spherical linear unit quaternion interpolant.
  21256. *
  21257. * @author tschw
  21258. */
  21259. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21260. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21261. }
  21262. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21263. constructor: QuaternionLinearInterpolant,
  21264. interpolate_: function ( i1, t0, t, t1 ) {
  21265. var result = this.resultBuffer,
  21266. values = this.sampleValues,
  21267. stride = this.valueSize,
  21268. alpha = ( t - t0 ) / ( t1 - t0 );
  21269. var offset = i1 * stride;
  21270. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21271. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21272. }
  21273. return result;
  21274. }
  21275. } );
  21276. /**
  21277. *
  21278. * A Track of quaternion keyframe values.
  21279. *
  21280. * @author Ben Houston / http://clara.io/
  21281. * @author David Sarno / http://lighthaus.us/
  21282. * @author tschw
  21283. */
  21284. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21285. KeyframeTrack.call( this, name, times, values, interpolation );
  21286. }
  21287. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21288. constructor: QuaternionKeyframeTrack,
  21289. ValueTypeName: 'quaternion',
  21290. // ValueBufferType is inherited
  21291. DefaultInterpolation: InterpolateLinear,
  21292. InterpolantFactoryMethodLinear: function ( result ) {
  21293. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21294. },
  21295. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21296. } );
  21297. /**
  21298. *
  21299. * A Track that interpolates Strings
  21300. *
  21301. *
  21302. * @author Ben Houston / http://clara.io/
  21303. * @author David Sarno / http://lighthaus.us/
  21304. * @author tschw
  21305. */
  21306. function StringKeyframeTrack( name, times, values, interpolation ) {
  21307. KeyframeTrack.call( this, name, times, values, interpolation );
  21308. }
  21309. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21310. constructor: StringKeyframeTrack,
  21311. ValueTypeName: 'string',
  21312. ValueBufferType: Array,
  21313. DefaultInterpolation: InterpolateDiscrete,
  21314. InterpolantFactoryMethodLinear: undefined,
  21315. InterpolantFactoryMethodSmooth: undefined
  21316. } );
  21317. /**
  21318. *
  21319. * A Track of vectored keyframe values.
  21320. *
  21321. *
  21322. * @author Ben Houston / http://clara.io/
  21323. * @author David Sarno / http://lighthaus.us/
  21324. * @author tschw
  21325. */
  21326. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21327. KeyframeTrack.call( this, name, times, values, interpolation );
  21328. }
  21329. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21330. constructor: VectorKeyframeTrack,
  21331. ValueTypeName: 'vector'
  21332. // ValueBufferType is inherited
  21333. // DefaultInterpolation is inherited
  21334. } );
  21335. /**
  21336. *
  21337. * Reusable set of Tracks that represent an animation.
  21338. *
  21339. * @author Ben Houston / http://clara.io/
  21340. * @author David Sarno / http://lighthaus.us/
  21341. */
  21342. function AnimationClip( name, duration, tracks, blendMode ) {
  21343. this.name = name;
  21344. this.tracks = tracks;
  21345. this.duration = ( duration !== undefined ) ? duration : - 1;
  21346. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21347. this.uuid = MathUtils.generateUUID();
  21348. // this means it should figure out its duration by scanning the tracks
  21349. if ( this.duration < 0 ) {
  21350. this.resetDuration();
  21351. }
  21352. }
  21353. function getTrackTypeForValueTypeName( typeName ) {
  21354. switch ( typeName.toLowerCase() ) {
  21355. case 'scalar':
  21356. case 'double':
  21357. case 'float':
  21358. case 'number':
  21359. case 'integer':
  21360. return NumberKeyframeTrack;
  21361. case 'vector':
  21362. case 'vector2':
  21363. case 'vector3':
  21364. case 'vector4':
  21365. return VectorKeyframeTrack;
  21366. case 'color':
  21367. return ColorKeyframeTrack;
  21368. case 'quaternion':
  21369. return QuaternionKeyframeTrack;
  21370. case 'bool':
  21371. case 'boolean':
  21372. return BooleanKeyframeTrack;
  21373. case 'string':
  21374. return StringKeyframeTrack;
  21375. }
  21376. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21377. }
  21378. function parseKeyframeTrack( json ) {
  21379. if ( json.type === undefined ) {
  21380. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21381. }
  21382. var trackType = getTrackTypeForValueTypeName( json.type );
  21383. if ( json.times === undefined ) {
  21384. var times = [], values = [];
  21385. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21386. json.times = times;
  21387. json.values = values;
  21388. }
  21389. // derived classes can define a static parse method
  21390. if ( trackType.parse !== undefined ) {
  21391. return trackType.parse( json );
  21392. } else {
  21393. // by default, we assume a constructor compatible with the base
  21394. return new trackType( json.name, json.times, json.values, json.interpolation );
  21395. }
  21396. }
  21397. Object.assign( AnimationClip, {
  21398. parse: function ( json ) {
  21399. var tracks = [],
  21400. jsonTracks = json.tracks,
  21401. frameTime = 1.0 / ( json.fps || 1.0 );
  21402. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21403. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21404. }
  21405. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21406. },
  21407. toJSON: function ( clip ) {
  21408. var tracks = [],
  21409. clipTracks = clip.tracks;
  21410. var json = {
  21411. 'name': clip.name,
  21412. 'duration': clip.duration,
  21413. 'tracks': tracks,
  21414. 'uuid': clip.uuid,
  21415. 'blendMode': clip.blendMode
  21416. };
  21417. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21418. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21419. }
  21420. return json;
  21421. },
  21422. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21423. var numMorphTargets = morphTargetSequence.length;
  21424. var tracks = [];
  21425. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21426. var times = [];
  21427. var values = [];
  21428. times.push(
  21429. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21430. i,
  21431. ( i + 1 ) % numMorphTargets );
  21432. values.push( 0, 1, 0 );
  21433. var order = AnimationUtils.getKeyframeOrder( times );
  21434. times = AnimationUtils.sortedArray( times, 1, order );
  21435. values = AnimationUtils.sortedArray( values, 1, order );
  21436. // if there is a key at the first frame, duplicate it as the
  21437. // last frame as well for perfect loop.
  21438. if ( ! noLoop && times[ 0 ] === 0 ) {
  21439. times.push( numMorphTargets );
  21440. values.push( values[ 0 ] );
  21441. }
  21442. tracks.push(
  21443. new NumberKeyframeTrack(
  21444. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21445. times, values
  21446. ).scale( 1.0 / fps ) );
  21447. }
  21448. return new AnimationClip( name, - 1, tracks );
  21449. },
  21450. findByName: function ( objectOrClipArray, name ) {
  21451. var clipArray = objectOrClipArray;
  21452. if ( ! Array.isArray( objectOrClipArray ) ) {
  21453. var o = objectOrClipArray;
  21454. clipArray = o.geometry && o.geometry.animations || o.animations;
  21455. }
  21456. for ( var i = 0; i < clipArray.length; i ++ ) {
  21457. if ( clipArray[ i ].name === name ) {
  21458. return clipArray[ i ];
  21459. }
  21460. }
  21461. return null;
  21462. },
  21463. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21464. var animationToMorphTargets = {};
  21465. // tested with https://regex101.com/ on trick sequences
  21466. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21467. var pattern = /^([\w-]*?)([\d]+)$/;
  21468. // sort morph target names into animation groups based
  21469. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21470. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21471. var morphTarget = morphTargets[ i ];
  21472. var parts = morphTarget.name.match( pattern );
  21473. if ( parts && parts.length > 1 ) {
  21474. var name = parts[ 1 ];
  21475. var animationMorphTargets = animationToMorphTargets[ name ];
  21476. if ( ! animationMorphTargets ) {
  21477. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21478. }
  21479. animationMorphTargets.push( morphTarget );
  21480. }
  21481. }
  21482. var clips = [];
  21483. for ( var name$1 in animationToMorphTargets ) {
  21484. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21485. }
  21486. return clips;
  21487. },
  21488. // parse the animation.hierarchy format
  21489. parseAnimation: function ( animation, bones ) {
  21490. if ( ! animation ) {
  21491. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21492. return null;
  21493. }
  21494. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21495. // only return track if there are actually keys.
  21496. if ( animationKeys.length !== 0 ) {
  21497. var times = [];
  21498. var values = [];
  21499. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21500. // empty keys are filtered out, so check again
  21501. if ( times.length !== 0 ) {
  21502. destTracks.push( new trackType( trackName, times, values ) );
  21503. }
  21504. }
  21505. };
  21506. var tracks = [];
  21507. var clipName = animation.name || 'default';
  21508. var fps = animation.fps || 30;
  21509. var blendMode = animation.blendMode;
  21510. // automatic length determination in AnimationClip.
  21511. var duration = animation.length || - 1;
  21512. var hierarchyTracks = animation.hierarchy || [];
  21513. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21514. var animationKeys = hierarchyTracks[ h ].keys;
  21515. // skip empty tracks
  21516. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21517. // process morph targets
  21518. if ( animationKeys[ 0 ].morphTargets ) {
  21519. // figure out all morph targets used in this track
  21520. var morphTargetNames = {};
  21521. var k = (void 0);
  21522. for ( k = 0; k < animationKeys.length; k ++ ) {
  21523. if ( animationKeys[ k ].morphTargets ) {
  21524. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21525. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21526. }
  21527. }
  21528. }
  21529. // create a track for each morph target with all zero
  21530. // morphTargetInfluences except for the keys in which
  21531. // the morphTarget is named.
  21532. for ( var morphTargetName in morphTargetNames ) {
  21533. var times = [];
  21534. var values = [];
  21535. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21536. var animationKey = animationKeys[ k ];
  21537. times.push( animationKey.time );
  21538. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21539. }
  21540. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21541. }
  21542. duration = morphTargetNames.length * ( fps || 1.0 );
  21543. } else {
  21544. // ...assume skeletal animation
  21545. var boneName = '.bones[' + bones[ h ].name + ']';
  21546. addNonemptyTrack(
  21547. VectorKeyframeTrack, boneName + '.position',
  21548. animationKeys, 'pos', tracks );
  21549. addNonemptyTrack(
  21550. QuaternionKeyframeTrack, boneName + '.quaternion',
  21551. animationKeys, 'rot', tracks );
  21552. addNonemptyTrack(
  21553. VectorKeyframeTrack, boneName + '.scale',
  21554. animationKeys, 'scl', tracks );
  21555. }
  21556. }
  21557. if ( tracks.length === 0 ) {
  21558. return null;
  21559. }
  21560. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21561. return clip;
  21562. }
  21563. } );
  21564. Object.assign( AnimationClip.prototype, {
  21565. resetDuration: function () {
  21566. var tracks = this.tracks;
  21567. var duration = 0;
  21568. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21569. var track = this.tracks[ i ];
  21570. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21571. }
  21572. this.duration = duration;
  21573. return this;
  21574. },
  21575. trim: function () {
  21576. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21577. this.tracks[ i ].trim( 0, this.duration );
  21578. }
  21579. return this;
  21580. },
  21581. validate: function () {
  21582. var valid = true;
  21583. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21584. valid = valid && this.tracks[ i ].validate();
  21585. }
  21586. return valid;
  21587. },
  21588. optimize: function () {
  21589. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21590. this.tracks[ i ].optimize();
  21591. }
  21592. return this;
  21593. },
  21594. clone: function () {
  21595. var tracks = [];
  21596. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21597. tracks.push( this.tracks[ i ].clone() );
  21598. }
  21599. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21600. }
  21601. } );
  21602. /**
  21603. * @author mrdoob / http://mrdoob.com/
  21604. */
  21605. var Cache = {
  21606. enabled: false,
  21607. files: {},
  21608. add: function ( key, file ) {
  21609. if ( this.enabled === false ) { return; }
  21610. // console.log( 'THREE.Cache', 'Adding key:', key );
  21611. this.files[ key ] = file;
  21612. },
  21613. get: function ( key ) {
  21614. if ( this.enabled === false ) { return; }
  21615. // console.log( 'THREE.Cache', 'Checking key:', key );
  21616. return this.files[ key ];
  21617. },
  21618. remove: function ( key ) {
  21619. delete this.files[ key ];
  21620. },
  21621. clear: function () {
  21622. this.files = {};
  21623. }
  21624. };
  21625. /**
  21626. * @author mrdoob / http://mrdoob.com/
  21627. */
  21628. function LoadingManager( onLoad, onProgress, onError ) {
  21629. var scope = this;
  21630. var isLoading = false;
  21631. var itemsLoaded = 0;
  21632. var itemsTotal = 0;
  21633. var urlModifier = undefined;
  21634. var handlers = [];
  21635. // Refer to #5689 for the reason why we don't set .onStart
  21636. // in the constructor
  21637. this.onStart = undefined;
  21638. this.onLoad = onLoad;
  21639. this.onProgress = onProgress;
  21640. this.onError = onError;
  21641. this.itemStart = function ( url ) {
  21642. itemsTotal ++;
  21643. if ( isLoading === false ) {
  21644. if ( scope.onStart !== undefined ) {
  21645. scope.onStart( url, itemsLoaded, itemsTotal );
  21646. }
  21647. }
  21648. isLoading = true;
  21649. };
  21650. this.itemEnd = function ( url ) {
  21651. itemsLoaded ++;
  21652. if ( scope.onProgress !== undefined ) {
  21653. scope.onProgress( url, itemsLoaded, itemsTotal );
  21654. }
  21655. if ( itemsLoaded === itemsTotal ) {
  21656. isLoading = false;
  21657. if ( scope.onLoad !== undefined ) {
  21658. scope.onLoad();
  21659. }
  21660. }
  21661. };
  21662. this.itemError = function ( url ) {
  21663. if ( scope.onError !== undefined ) {
  21664. scope.onError( url );
  21665. }
  21666. };
  21667. this.resolveURL = function ( url ) {
  21668. if ( urlModifier ) {
  21669. return urlModifier( url );
  21670. }
  21671. return url;
  21672. };
  21673. this.setURLModifier = function ( transform ) {
  21674. urlModifier = transform;
  21675. return this;
  21676. };
  21677. this.addHandler = function ( regex, loader ) {
  21678. handlers.push( regex, loader );
  21679. return this;
  21680. };
  21681. this.removeHandler = function ( regex ) {
  21682. var index = handlers.indexOf( regex );
  21683. if ( index !== - 1 ) {
  21684. handlers.splice( index, 2 );
  21685. }
  21686. return this;
  21687. };
  21688. this.getHandler = function ( file ) {
  21689. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21690. var regex = handlers[ i ];
  21691. var loader = handlers[ i + 1 ];
  21692. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21693. if ( regex.test( file ) ) {
  21694. return loader;
  21695. }
  21696. }
  21697. return null;
  21698. };
  21699. }
  21700. var DefaultLoadingManager = new LoadingManager();
  21701. /**
  21702. * @author alteredq / http://alteredqualia.com/
  21703. */
  21704. function Loader( manager ) {
  21705. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21706. this.crossOrigin = 'anonymous';
  21707. this.path = '';
  21708. this.resourcePath = '';
  21709. this.requestHeader = {};
  21710. }
  21711. Object.assign( Loader.prototype, {
  21712. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21713. loadAsync: function ( url, onProgress ) {
  21714. var scope = this;
  21715. return new Promise( function ( resolve, reject ) {
  21716. scope.load( url, resolve, onProgress, reject );
  21717. } );
  21718. },
  21719. parse: function ( /* data */ ) {},
  21720. setCrossOrigin: function ( crossOrigin ) {
  21721. this.crossOrigin = crossOrigin;
  21722. return this;
  21723. },
  21724. setPath: function ( path ) {
  21725. this.path = path;
  21726. return this;
  21727. },
  21728. setResourcePath: function ( resourcePath ) {
  21729. this.resourcePath = resourcePath;
  21730. return this;
  21731. },
  21732. setRequestHeader: function ( requestHeader ) {
  21733. this.requestHeader = requestHeader;
  21734. return this;
  21735. }
  21736. } );
  21737. /**
  21738. * @author mrdoob / http://mrdoob.com/
  21739. */
  21740. var loading = {};
  21741. function FileLoader( manager ) {
  21742. Loader.call( this, manager );
  21743. }
  21744. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21745. constructor: FileLoader,
  21746. load: function ( url, onLoad, onProgress, onError ) {
  21747. if ( url === undefined ) { url = ''; }
  21748. if ( this.path !== undefined ) { url = this.path + url; }
  21749. url = this.manager.resolveURL( url );
  21750. var scope = this;
  21751. var cached = Cache.get( url );
  21752. if ( cached !== undefined ) {
  21753. scope.manager.itemStart( url );
  21754. setTimeout( function () {
  21755. if ( onLoad ) { onLoad( cached ); }
  21756. scope.manager.itemEnd( url );
  21757. }, 0 );
  21758. return cached;
  21759. }
  21760. // Check if request is duplicate
  21761. if ( loading[ url ] !== undefined ) {
  21762. loading[ url ].push( {
  21763. onLoad: onLoad,
  21764. onProgress: onProgress,
  21765. onError: onError
  21766. } );
  21767. return;
  21768. }
  21769. // Check for data: URI
  21770. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21771. var dataUriRegexResult = url.match( dataUriRegex );
  21772. var request;
  21773. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21774. if ( dataUriRegexResult ) {
  21775. var mimeType = dataUriRegexResult[ 1 ];
  21776. var isBase64 = !! dataUriRegexResult[ 2 ];
  21777. var data = dataUriRegexResult[ 3 ];
  21778. data = decodeURIComponent( data );
  21779. if ( isBase64 ) { data = atob( data ); }
  21780. try {
  21781. var response;
  21782. var responseType = ( this.responseType || '' ).toLowerCase();
  21783. switch ( responseType ) {
  21784. case 'arraybuffer':
  21785. case 'blob':
  21786. var view = new Uint8Array( data.length );
  21787. for ( var i = 0; i < data.length; i ++ ) {
  21788. view[ i ] = data.charCodeAt( i );
  21789. }
  21790. if ( responseType === 'blob' ) {
  21791. response = new Blob( [ view.buffer ], { type: mimeType } );
  21792. } else {
  21793. response = view.buffer;
  21794. }
  21795. break;
  21796. case 'document':
  21797. var parser = new DOMParser();
  21798. response = parser.parseFromString( data, mimeType );
  21799. break;
  21800. case 'json':
  21801. response = JSON.parse( data );
  21802. break;
  21803. default: // 'text' or other
  21804. response = data;
  21805. break;
  21806. }
  21807. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21808. setTimeout( function () {
  21809. if ( onLoad ) { onLoad( response ); }
  21810. scope.manager.itemEnd( url );
  21811. }, 0 );
  21812. } catch ( error ) {
  21813. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21814. setTimeout( function () {
  21815. if ( onError ) { onError( error ); }
  21816. scope.manager.itemError( url );
  21817. scope.manager.itemEnd( url );
  21818. }, 0 );
  21819. }
  21820. } else {
  21821. // Initialise array for duplicate requests
  21822. loading[ url ] = [];
  21823. loading[ url ].push( {
  21824. onLoad: onLoad,
  21825. onProgress: onProgress,
  21826. onError: onError
  21827. } );
  21828. request = new XMLHttpRequest();
  21829. request.open( 'GET', url, true );
  21830. request.addEventListener( 'load', function ( event ) {
  21831. var response = this.response;
  21832. var callbacks = loading[ url ];
  21833. delete loading[ url ];
  21834. if ( this.status === 200 || this.status === 0 ) {
  21835. // Some browsers return HTTP Status 0 when using non-http protocol
  21836. // e.g. 'file://' or 'data://'. Handle as success.
  21837. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21838. // Add to cache only on HTTP success, so that we do not cache
  21839. // error response bodies as proper responses to requests.
  21840. Cache.add( url, response );
  21841. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21842. var callback = callbacks[ i ];
  21843. if ( callback.onLoad ) { callback.onLoad( response ); }
  21844. }
  21845. scope.manager.itemEnd( url );
  21846. } else {
  21847. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  21848. var callback$1 = callbacks[ i$1 ];
  21849. if ( callback$1.onError ) { callback$1.onError( event ); }
  21850. }
  21851. scope.manager.itemError( url );
  21852. scope.manager.itemEnd( url );
  21853. }
  21854. }, false );
  21855. request.addEventListener( 'progress', function ( event ) {
  21856. var callbacks = loading[ url ];
  21857. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21858. var callback = callbacks[ i ];
  21859. if ( callback.onProgress ) { callback.onProgress( event ); }
  21860. }
  21861. }, false );
  21862. request.addEventListener( 'error', function ( event ) {
  21863. var callbacks = loading[ url ];
  21864. delete loading[ url ];
  21865. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21866. var callback = callbacks[ i ];
  21867. if ( callback.onError ) { callback.onError( event ); }
  21868. }
  21869. scope.manager.itemError( url );
  21870. scope.manager.itemEnd( url );
  21871. }, false );
  21872. request.addEventListener( 'abort', function ( event ) {
  21873. var callbacks = loading[ url ];
  21874. delete loading[ url ];
  21875. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21876. var callback = callbacks[ i ];
  21877. if ( callback.onError ) { callback.onError( event ); }
  21878. }
  21879. scope.manager.itemError( url );
  21880. scope.manager.itemEnd( url );
  21881. }, false );
  21882. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21883. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21884. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21885. for ( var header in this.requestHeader ) {
  21886. request.setRequestHeader( header, this.requestHeader[ header ] );
  21887. }
  21888. request.send( null );
  21889. }
  21890. scope.manager.itemStart( url );
  21891. return request;
  21892. },
  21893. setResponseType: function ( value ) {
  21894. this.responseType = value;
  21895. return this;
  21896. },
  21897. setWithCredentials: function ( value ) {
  21898. this.withCredentials = value;
  21899. return this;
  21900. },
  21901. setMimeType: function ( value ) {
  21902. this.mimeType = value;
  21903. return this;
  21904. }
  21905. } );
  21906. /**
  21907. * @author bhouston / http://clara.io/
  21908. */
  21909. function AnimationLoader( manager ) {
  21910. Loader.call( this, manager );
  21911. }
  21912. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21913. constructor: AnimationLoader,
  21914. load: function ( url, onLoad, onProgress, onError ) {
  21915. var scope = this;
  21916. var loader = new FileLoader( scope.manager );
  21917. loader.setPath( scope.path );
  21918. loader.load( url, function ( text ) {
  21919. try {
  21920. onLoad( scope.parse( JSON.parse( text ) ) );
  21921. } catch ( e ) {
  21922. if ( onError ) {
  21923. onError( e );
  21924. } else {
  21925. console.error( e );
  21926. }
  21927. scope.manager.itemError( url );
  21928. }
  21929. }, onProgress, onError );
  21930. },
  21931. parse: function ( json ) {
  21932. var animations = [];
  21933. for ( var i = 0; i < json.length; i ++ ) {
  21934. var clip = AnimationClip.parse( json[ i ] );
  21935. animations.push( clip );
  21936. }
  21937. return animations;
  21938. }
  21939. } );
  21940. /**
  21941. * @author mrdoob / http://mrdoob.com/
  21942. *
  21943. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21944. *
  21945. * Sub classes have to implement the parse() method which will be used in load().
  21946. */
  21947. function CompressedTextureLoader( manager ) {
  21948. Loader.call( this, manager );
  21949. }
  21950. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21951. constructor: CompressedTextureLoader,
  21952. load: function ( url, onLoad, onProgress, onError ) {
  21953. var scope = this;
  21954. var images = [];
  21955. var texture = new CompressedTexture();
  21956. texture.image = images;
  21957. var loader = new FileLoader( this.manager );
  21958. loader.setPath( this.path );
  21959. loader.setResponseType( 'arraybuffer' );
  21960. var loaded = 0;
  21961. function loadTexture( i ) {
  21962. loader.load( url[ i ], function ( buffer ) {
  21963. var texDatas = scope.parse( buffer, true );
  21964. images[ i ] = {
  21965. width: texDatas.width,
  21966. height: texDatas.height,
  21967. format: texDatas.format,
  21968. mipmaps: texDatas.mipmaps
  21969. };
  21970. loaded += 1;
  21971. if ( loaded === 6 ) {
  21972. if ( texDatas.mipmapCount === 1 )
  21973. { texture.minFilter = LinearFilter; }
  21974. texture.format = texDatas.format;
  21975. texture.needsUpdate = true;
  21976. if ( onLoad ) { onLoad( texture ); }
  21977. }
  21978. }, onProgress, onError );
  21979. }
  21980. if ( Array.isArray( url ) ) {
  21981. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21982. loadTexture( i );
  21983. }
  21984. } else {
  21985. // compressed cubemap texture stored in a single DDS file
  21986. loader.load( url, function ( buffer ) {
  21987. var texDatas = scope.parse( buffer, true );
  21988. if ( texDatas.isCubemap ) {
  21989. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21990. for ( var f = 0; f < faces; f ++ ) {
  21991. images[ f ] = { mipmaps: [] };
  21992. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21993. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21994. images[ f ].format = texDatas.format;
  21995. images[ f ].width = texDatas.width;
  21996. images[ f ].height = texDatas.height;
  21997. }
  21998. }
  21999. } else {
  22000. texture.image.width = texDatas.width;
  22001. texture.image.height = texDatas.height;
  22002. texture.mipmaps = texDatas.mipmaps;
  22003. }
  22004. if ( texDatas.mipmapCount === 1 ) {
  22005. texture.minFilter = LinearFilter;
  22006. }
  22007. texture.format = texDatas.format;
  22008. texture.needsUpdate = true;
  22009. if ( onLoad ) { onLoad( texture ); }
  22010. }, onProgress, onError );
  22011. }
  22012. return texture;
  22013. }
  22014. } );
  22015. /**
  22016. * @author Nikos M. / https://github.com/foo123/
  22017. *
  22018. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22019. *
  22020. * Sub classes have to implement the parse() method which will be used in load().
  22021. */
  22022. function DataTextureLoader( manager ) {
  22023. Loader.call( this, manager );
  22024. }
  22025. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22026. constructor: DataTextureLoader,
  22027. load: function ( url, onLoad, onProgress, onError ) {
  22028. var scope = this;
  22029. var texture = new DataTexture();
  22030. var loader = new FileLoader( this.manager );
  22031. loader.setResponseType( 'arraybuffer' );
  22032. loader.setPath( this.path );
  22033. loader.load( url, function ( buffer ) {
  22034. var texData = scope.parse( buffer );
  22035. if ( ! texData ) { return; }
  22036. if ( texData.image !== undefined ) {
  22037. texture.image = texData.image;
  22038. } else if ( texData.data !== undefined ) {
  22039. texture.image.width = texData.width;
  22040. texture.image.height = texData.height;
  22041. texture.image.data = texData.data;
  22042. }
  22043. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22044. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22045. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22046. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22047. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22048. if ( texData.format !== undefined ) {
  22049. texture.format = texData.format;
  22050. }
  22051. if ( texData.type !== undefined ) {
  22052. texture.type = texData.type;
  22053. }
  22054. if ( texData.mipmaps !== undefined ) {
  22055. texture.mipmaps = texData.mipmaps;
  22056. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22057. }
  22058. if ( texData.mipmapCount === 1 ) {
  22059. texture.minFilter = LinearFilter;
  22060. }
  22061. texture.needsUpdate = true;
  22062. if ( onLoad ) { onLoad( texture, texData ); }
  22063. }, onProgress, onError );
  22064. return texture;
  22065. }
  22066. } );
  22067. /**
  22068. * @author mrdoob / http://mrdoob.com/
  22069. */
  22070. function ImageLoader( manager ) {
  22071. Loader.call( this, manager );
  22072. }
  22073. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22074. constructor: ImageLoader,
  22075. load: function ( url, onLoad, onProgress, onError ) {
  22076. if ( this.path !== undefined ) { url = this.path + url; }
  22077. url = this.manager.resolveURL( url );
  22078. var scope = this;
  22079. var cached = Cache.get( url );
  22080. if ( cached !== undefined ) {
  22081. scope.manager.itemStart( url );
  22082. setTimeout( function () {
  22083. if ( onLoad ) { onLoad( cached ); }
  22084. scope.manager.itemEnd( url );
  22085. }, 0 );
  22086. return cached;
  22087. }
  22088. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22089. function onImageLoad() {
  22090. image.removeEventListener( 'load', onImageLoad, false );
  22091. image.removeEventListener( 'error', onImageError, false );
  22092. Cache.add( url, this );
  22093. if ( onLoad ) { onLoad( this ); }
  22094. scope.manager.itemEnd( url );
  22095. }
  22096. function onImageError( event ) {
  22097. image.removeEventListener( 'load', onImageLoad, false );
  22098. image.removeEventListener( 'error', onImageError, false );
  22099. if ( onError ) { onError( event ); }
  22100. scope.manager.itemError( url );
  22101. scope.manager.itemEnd( url );
  22102. }
  22103. image.addEventListener( 'load', onImageLoad, false );
  22104. image.addEventListener( 'error', onImageError, false );
  22105. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22106. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22107. }
  22108. scope.manager.itemStart( url );
  22109. image.src = url;
  22110. return image;
  22111. }
  22112. } );
  22113. /**
  22114. * @author mrdoob / http://mrdoob.com/
  22115. */
  22116. function CubeTextureLoader( manager ) {
  22117. Loader.call( this, manager );
  22118. }
  22119. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22120. constructor: CubeTextureLoader,
  22121. load: function ( urls, onLoad, onProgress, onError ) {
  22122. var texture = new CubeTexture();
  22123. var loader = new ImageLoader( this.manager );
  22124. loader.setCrossOrigin( this.crossOrigin );
  22125. loader.setPath( this.path );
  22126. var loaded = 0;
  22127. function loadTexture( i ) {
  22128. loader.load( urls[ i ], function ( image ) {
  22129. texture.images[ i ] = image;
  22130. loaded ++;
  22131. if ( loaded === 6 ) {
  22132. texture.needsUpdate = true;
  22133. if ( onLoad ) { onLoad( texture ); }
  22134. }
  22135. }, undefined, onError );
  22136. }
  22137. for ( var i = 0; i < urls.length; ++ i ) {
  22138. loadTexture( i );
  22139. }
  22140. return texture;
  22141. }
  22142. } );
  22143. /**
  22144. * @author mrdoob / http://mrdoob.com/
  22145. */
  22146. function TextureLoader( manager ) {
  22147. Loader.call( this, manager );
  22148. }
  22149. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22150. constructor: TextureLoader,
  22151. load: function ( url, onLoad, onProgress, onError ) {
  22152. var texture = new Texture();
  22153. var loader = new ImageLoader( this.manager );
  22154. loader.setCrossOrigin( this.crossOrigin );
  22155. loader.setPath( this.path );
  22156. loader.load( url, function ( image ) {
  22157. texture.image = image;
  22158. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22159. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22160. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22161. texture.needsUpdate = true;
  22162. if ( onLoad !== undefined ) {
  22163. onLoad( texture );
  22164. }
  22165. }, onProgress, onError );
  22166. return texture;
  22167. }
  22168. } );
  22169. /**
  22170. * @author zz85 / http://www.lab4games.net/zz85/blog
  22171. * Extensible curve object
  22172. *
  22173. * Some common of curve methods:
  22174. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22175. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22176. * .getPoints(), .getSpacedPoints()
  22177. * .getLength()
  22178. * .updateArcLengths()
  22179. *
  22180. * This following curves inherit from THREE.Curve:
  22181. *
  22182. * -- 2D curves --
  22183. * THREE.ArcCurve
  22184. * THREE.CubicBezierCurve
  22185. * THREE.EllipseCurve
  22186. * THREE.LineCurve
  22187. * THREE.QuadraticBezierCurve
  22188. * THREE.SplineCurve
  22189. *
  22190. * -- 3D curves --
  22191. * THREE.CatmullRomCurve3
  22192. * THREE.CubicBezierCurve3
  22193. * THREE.LineCurve3
  22194. * THREE.QuadraticBezierCurve3
  22195. *
  22196. * A series of curves can be represented as a THREE.CurvePath.
  22197. *
  22198. **/
  22199. /**************************************************************
  22200. * Abstract Curve base class
  22201. **************************************************************/
  22202. function Curve() {
  22203. this.type = 'Curve';
  22204. this.arcLengthDivisions = 200;
  22205. }
  22206. Object.assign( Curve.prototype, {
  22207. // Virtual base class method to overwrite and implement in subclasses
  22208. // - t [0 .. 1]
  22209. getPoint: function ( /* t, optionalTarget */ ) {
  22210. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22211. return null;
  22212. },
  22213. // Get point at relative position in curve according to arc length
  22214. // - u [0 .. 1]
  22215. getPointAt: function ( u, optionalTarget ) {
  22216. var t = this.getUtoTmapping( u );
  22217. return this.getPoint( t, optionalTarget );
  22218. },
  22219. // Get sequence of points using getPoint( t )
  22220. getPoints: function ( divisions ) {
  22221. if ( divisions === undefined ) { divisions = 5; }
  22222. var points = [];
  22223. for ( var d = 0; d <= divisions; d ++ ) {
  22224. points.push( this.getPoint( d / divisions ) );
  22225. }
  22226. return points;
  22227. },
  22228. // Get sequence of points using getPointAt( u )
  22229. getSpacedPoints: function ( divisions ) {
  22230. if ( divisions === undefined ) { divisions = 5; }
  22231. var points = [];
  22232. for ( var d = 0; d <= divisions; d ++ ) {
  22233. points.push( this.getPointAt( d / divisions ) );
  22234. }
  22235. return points;
  22236. },
  22237. // Get total curve arc length
  22238. getLength: function () {
  22239. var lengths = this.getLengths();
  22240. return lengths[ lengths.length - 1 ];
  22241. },
  22242. // Get list of cumulative segment lengths
  22243. getLengths: function ( divisions ) {
  22244. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22245. if ( this.cacheArcLengths &&
  22246. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22247. ! this.needsUpdate ) {
  22248. return this.cacheArcLengths;
  22249. }
  22250. this.needsUpdate = false;
  22251. var cache = [];
  22252. var current, last = this.getPoint( 0 );
  22253. var sum = 0;
  22254. cache.push( 0 );
  22255. for ( var p = 1; p <= divisions; p ++ ) {
  22256. current = this.getPoint( p / divisions );
  22257. sum += current.distanceTo( last );
  22258. cache.push( sum );
  22259. last = current;
  22260. }
  22261. this.cacheArcLengths = cache;
  22262. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22263. },
  22264. updateArcLengths: function () {
  22265. this.needsUpdate = true;
  22266. this.getLengths();
  22267. },
  22268. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22269. getUtoTmapping: function ( u, distance ) {
  22270. var arcLengths = this.getLengths();
  22271. var i = 0, il = arcLengths.length;
  22272. var targetArcLength; // The targeted u distance value to get
  22273. if ( distance ) {
  22274. targetArcLength = distance;
  22275. } else {
  22276. targetArcLength = u * arcLengths[ il - 1 ];
  22277. }
  22278. // binary search for the index with largest value smaller than target u distance
  22279. var low = 0, high = il - 1, comparison;
  22280. while ( low <= high ) {
  22281. 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
  22282. comparison = arcLengths[ i ] - targetArcLength;
  22283. if ( comparison < 0 ) {
  22284. low = i + 1;
  22285. } else if ( comparison > 0 ) {
  22286. high = i - 1;
  22287. } else {
  22288. high = i;
  22289. break;
  22290. // DONE
  22291. }
  22292. }
  22293. i = high;
  22294. if ( arcLengths[ i ] === targetArcLength ) {
  22295. return i / ( il - 1 );
  22296. }
  22297. // we could get finer grain at lengths, or use simple interpolation between two points
  22298. var lengthBefore = arcLengths[ i ];
  22299. var lengthAfter = arcLengths[ i + 1 ];
  22300. var segmentLength = lengthAfter - lengthBefore;
  22301. // determine where we are between the 'before' and 'after' points
  22302. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22303. // add that fractional amount to t
  22304. var t = ( i + segmentFraction ) / ( il - 1 );
  22305. return t;
  22306. },
  22307. // Returns a unit vector tangent at t
  22308. // In case any sub curve does not implement its tangent derivation,
  22309. // 2 points a small delta apart will be used to find its gradient
  22310. // which seems to give a reasonable approximation
  22311. getTangent: function ( t, optionalTarget ) {
  22312. var delta = 0.0001;
  22313. var t1 = t - delta;
  22314. var t2 = t + delta;
  22315. // Capping in case of danger
  22316. if ( t1 < 0 ) { t1 = 0; }
  22317. if ( t2 > 1 ) { t2 = 1; }
  22318. var pt1 = this.getPoint( t1 );
  22319. var pt2 = this.getPoint( t2 );
  22320. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22321. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22322. return tangent;
  22323. },
  22324. getTangentAt: function ( u, optionalTarget ) {
  22325. var t = this.getUtoTmapping( u );
  22326. return this.getTangent( t, optionalTarget );
  22327. },
  22328. computeFrenetFrames: function ( segments, closed ) {
  22329. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22330. var normal = new Vector3();
  22331. var tangents = [];
  22332. var normals = [];
  22333. var binormals = [];
  22334. var vec = new Vector3();
  22335. var mat = new Matrix4();
  22336. // compute the tangent vectors for each segment on the curve
  22337. for ( var i = 0; i <= segments; i ++ ) {
  22338. var u = i / segments;
  22339. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22340. tangents[ i ].normalize();
  22341. }
  22342. // select an initial normal vector perpendicular to the first tangent vector,
  22343. // and in the direction of the minimum tangent xyz component
  22344. normals[ 0 ] = new Vector3();
  22345. binormals[ 0 ] = new Vector3();
  22346. var min = Number.MAX_VALUE;
  22347. var tx = Math.abs( tangents[ 0 ].x );
  22348. var ty = Math.abs( tangents[ 0 ].y );
  22349. var tz = Math.abs( tangents[ 0 ].z );
  22350. if ( tx <= min ) {
  22351. min = tx;
  22352. normal.set( 1, 0, 0 );
  22353. }
  22354. if ( ty <= min ) {
  22355. min = ty;
  22356. normal.set( 0, 1, 0 );
  22357. }
  22358. if ( tz <= min ) {
  22359. normal.set( 0, 0, 1 );
  22360. }
  22361. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22362. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22363. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22364. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22365. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22366. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22367. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22368. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22369. if ( vec.length() > Number.EPSILON ) {
  22370. vec.normalize();
  22371. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22372. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22373. }
  22374. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22375. }
  22376. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22377. if ( closed === true ) {
  22378. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22379. theta$1 /= segments;
  22380. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22381. theta$1 = - theta$1;
  22382. }
  22383. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22384. // twist a little...
  22385. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22386. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22387. }
  22388. }
  22389. return {
  22390. tangents: tangents,
  22391. normals: normals,
  22392. binormals: binormals
  22393. };
  22394. },
  22395. clone: function () {
  22396. return new this.constructor().copy( this );
  22397. },
  22398. copy: function ( source ) {
  22399. this.arcLengthDivisions = source.arcLengthDivisions;
  22400. return this;
  22401. },
  22402. toJSON: function () {
  22403. var data = {
  22404. metadata: {
  22405. version: 4.5,
  22406. type: 'Curve',
  22407. generator: 'Curve.toJSON'
  22408. }
  22409. };
  22410. data.arcLengthDivisions = this.arcLengthDivisions;
  22411. data.type = this.type;
  22412. return data;
  22413. },
  22414. fromJSON: function ( json ) {
  22415. this.arcLengthDivisions = json.arcLengthDivisions;
  22416. return this;
  22417. }
  22418. } );
  22419. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22420. Curve.call( this );
  22421. this.type = 'EllipseCurve';
  22422. this.aX = aX || 0;
  22423. this.aY = aY || 0;
  22424. this.xRadius = xRadius || 1;
  22425. this.yRadius = yRadius || 1;
  22426. this.aStartAngle = aStartAngle || 0;
  22427. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22428. this.aClockwise = aClockwise || false;
  22429. this.aRotation = aRotation || 0;
  22430. }
  22431. EllipseCurve.prototype = Object.create( Curve.prototype );
  22432. EllipseCurve.prototype.constructor = EllipseCurve;
  22433. EllipseCurve.prototype.isEllipseCurve = true;
  22434. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22435. var point = optionalTarget || new Vector2();
  22436. var twoPi = Math.PI * 2;
  22437. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22438. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22439. // ensures that deltaAngle is 0 .. 2 PI
  22440. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22441. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22442. if ( deltaAngle < Number.EPSILON ) {
  22443. if ( samePoints ) {
  22444. deltaAngle = 0;
  22445. } else {
  22446. deltaAngle = twoPi;
  22447. }
  22448. }
  22449. if ( this.aClockwise === true && ! samePoints ) {
  22450. if ( deltaAngle === twoPi ) {
  22451. deltaAngle = - twoPi;
  22452. } else {
  22453. deltaAngle = deltaAngle - twoPi;
  22454. }
  22455. }
  22456. var angle = this.aStartAngle + t * deltaAngle;
  22457. var x = this.aX + this.xRadius * Math.cos( angle );
  22458. var y = this.aY + this.yRadius * Math.sin( angle );
  22459. if ( this.aRotation !== 0 ) {
  22460. var cos = Math.cos( this.aRotation );
  22461. var sin = Math.sin( this.aRotation );
  22462. var tx = x - this.aX;
  22463. var ty = y - this.aY;
  22464. // Rotate the point about the center of the ellipse.
  22465. x = tx * cos - ty * sin + this.aX;
  22466. y = tx * sin + ty * cos + this.aY;
  22467. }
  22468. return point.set( x, y );
  22469. };
  22470. EllipseCurve.prototype.copy = function ( source ) {
  22471. Curve.prototype.copy.call( this, source );
  22472. this.aX = source.aX;
  22473. this.aY = source.aY;
  22474. this.xRadius = source.xRadius;
  22475. this.yRadius = source.yRadius;
  22476. this.aStartAngle = source.aStartAngle;
  22477. this.aEndAngle = source.aEndAngle;
  22478. this.aClockwise = source.aClockwise;
  22479. this.aRotation = source.aRotation;
  22480. return this;
  22481. };
  22482. EllipseCurve.prototype.toJSON = function () {
  22483. var data = Curve.prototype.toJSON.call( this );
  22484. data.aX = this.aX;
  22485. data.aY = this.aY;
  22486. data.xRadius = this.xRadius;
  22487. data.yRadius = this.yRadius;
  22488. data.aStartAngle = this.aStartAngle;
  22489. data.aEndAngle = this.aEndAngle;
  22490. data.aClockwise = this.aClockwise;
  22491. data.aRotation = this.aRotation;
  22492. return data;
  22493. };
  22494. EllipseCurve.prototype.fromJSON = function ( json ) {
  22495. Curve.prototype.fromJSON.call( this, json );
  22496. this.aX = json.aX;
  22497. this.aY = json.aY;
  22498. this.xRadius = json.xRadius;
  22499. this.yRadius = json.yRadius;
  22500. this.aStartAngle = json.aStartAngle;
  22501. this.aEndAngle = json.aEndAngle;
  22502. this.aClockwise = json.aClockwise;
  22503. this.aRotation = json.aRotation;
  22504. return this;
  22505. };
  22506. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22507. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22508. this.type = 'ArcCurve';
  22509. }
  22510. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22511. ArcCurve.prototype.constructor = ArcCurve;
  22512. ArcCurve.prototype.isArcCurve = true;
  22513. /**
  22514. * @author zz85 https://github.com/zz85
  22515. *
  22516. * Centripetal CatmullRom Curve - which is useful for avoiding
  22517. * cusps and self-intersections in non-uniform catmull rom curves.
  22518. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22519. *
  22520. * curve.type accepts centripetal(default), chordal and catmullrom
  22521. * curve.tension is used for catmullrom which defaults to 0.5
  22522. */
  22523. /*
  22524. Based on an optimized c++ solution in
  22525. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22526. - http://ideone.com/NoEbVM
  22527. This CubicPoly class could be used for reusing some variables and calculations,
  22528. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22529. which can be placed in CurveUtils.
  22530. */
  22531. function CubicPoly() {
  22532. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22533. /*
  22534. * Compute coefficients for a cubic polynomial
  22535. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22536. * such that
  22537. * p(0) = x0, p(1) = x1
  22538. * and
  22539. * p'(0) = t0, p'(1) = t1.
  22540. */
  22541. function init( x0, x1, t0, t1 ) {
  22542. c0 = x0;
  22543. c1 = t0;
  22544. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22545. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22546. }
  22547. return {
  22548. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22549. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22550. },
  22551. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22552. // compute tangents when parameterized in [t1,t2]
  22553. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22554. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22555. // rescale tangents for parametrization in [0,1]
  22556. t1 *= dt1;
  22557. t2 *= dt1;
  22558. init( x1, x2, t1, t2 );
  22559. },
  22560. calc: function ( t ) {
  22561. var t2 = t * t;
  22562. var t3 = t2 * t;
  22563. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22564. }
  22565. };
  22566. }
  22567. //
  22568. var tmp = new Vector3();
  22569. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22570. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22571. Curve.call( this );
  22572. this.type = 'CatmullRomCurve3';
  22573. this.points = points || [];
  22574. this.closed = closed || false;
  22575. this.curveType = curveType || 'centripetal';
  22576. this.tension = tension || 0.5;
  22577. }
  22578. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22579. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22580. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22581. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22582. var point = optionalTarget || new Vector3();
  22583. var points = this.points;
  22584. var l = points.length;
  22585. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22586. var intPoint = Math.floor( p );
  22587. var weight = p - intPoint;
  22588. if ( this.closed ) {
  22589. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22590. } else if ( weight === 0 && intPoint === l - 1 ) {
  22591. intPoint = l - 2;
  22592. weight = 1;
  22593. }
  22594. var p0, p1, p2, p3; // 4 points
  22595. if ( this.closed || intPoint > 0 ) {
  22596. p0 = points[ ( intPoint - 1 ) % l ];
  22597. } else {
  22598. // extrapolate first point
  22599. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22600. p0 = tmp;
  22601. }
  22602. p1 = points[ intPoint % l ];
  22603. p2 = points[ ( intPoint + 1 ) % l ];
  22604. if ( this.closed || intPoint + 2 < l ) {
  22605. p3 = points[ ( intPoint + 2 ) % l ];
  22606. } else {
  22607. // extrapolate last point
  22608. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22609. p3 = tmp;
  22610. }
  22611. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22612. // init Centripetal / Chordal Catmull-Rom
  22613. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22614. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22615. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22616. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22617. // safety check for repeated points
  22618. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22619. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22620. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22621. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22622. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22623. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22624. } else if ( this.curveType === 'catmullrom' ) {
  22625. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22626. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22627. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22628. }
  22629. point.set(
  22630. px.calc( weight ),
  22631. py.calc( weight ),
  22632. pz.calc( weight )
  22633. );
  22634. return point;
  22635. };
  22636. CatmullRomCurve3.prototype.copy = function ( source ) {
  22637. Curve.prototype.copy.call( this, source );
  22638. this.points = [];
  22639. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22640. var point = source.points[ i ];
  22641. this.points.push( point.clone() );
  22642. }
  22643. this.closed = source.closed;
  22644. this.curveType = source.curveType;
  22645. this.tension = source.tension;
  22646. return this;
  22647. };
  22648. CatmullRomCurve3.prototype.toJSON = function () {
  22649. var data = Curve.prototype.toJSON.call( this );
  22650. data.points = [];
  22651. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22652. var point = this.points[ i ];
  22653. data.points.push( point.toArray() );
  22654. }
  22655. data.closed = this.closed;
  22656. data.curveType = this.curveType;
  22657. data.tension = this.tension;
  22658. return data;
  22659. };
  22660. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22661. Curve.prototype.fromJSON.call( this, json );
  22662. this.points = [];
  22663. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22664. var point = json.points[ i ];
  22665. this.points.push( new Vector3().fromArray( point ) );
  22666. }
  22667. this.closed = json.closed;
  22668. this.curveType = json.curveType;
  22669. this.tension = json.tension;
  22670. return this;
  22671. };
  22672. /**
  22673. * @author zz85 / http://www.lab4games.net/zz85/blog
  22674. *
  22675. * Bezier Curves formulas obtained from
  22676. * http://en.wikipedia.org/wiki/Bézier_curve
  22677. */
  22678. function CatmullRom( t, p0, p1, p2, p3 ) {
  22679. var v0 = ( p2 - p0 ) * 0.5;
  22680. var v1 = ( p3 - p1 ) * 0.5;
  22681. var t2 = t * t;
  22682. var t3 = t * t2;
  22683. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22684. }
  22685. //
  22686. function QuadraticBezierP0( t, p ) {
  22687. var k = 1 - t;
  22688. return k * k * p;
  22689. }
  22690. function QuadraticBezierP1( t, p ) {
  22691. return 2 * ( 1 - t ) * t * p;
  22692. }
  22693. function QuadraticBezierP2( t, p ) {
  22694. return t * t * p;
  22695. }
  22696. function QuadraticBezier( t, p0, p1, p2 ) {
  22697. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22698. QuadraticBezierP2( t, p2 );
  22699. }
  22700. //
  22701. function CubicBezierP0( t, p ) {
  22702. var k = 1 - t;
  22703. return k * k * k * p;
  22704. }
  22705. function CubicBezierP1( t, p ) {
  22706. var k = 1 - t;
  22707. return 3 * k * k * t * p;
  22708. }
  22709. function CubicBezierP2( t, p ) {
  22710. return 3 * ( 1 - t ) * t * t * p;
  22711. }
  22712. function CubicBezierP3( t, p ) {
  22713. return t * t * t * p;
  22714. }
  22715. function CubicBezier( t, p0, p1, p2, p3 ) {
  22716. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22717. CubicBezierP3( t, p3 );
  22718. }
  22719. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22720. Curve.call( this );
  22721. this.type = 'CubicBezierCurve';
  22722. this.v0 = v0 || new Vector2();
  22723. this.v1 = v1 || new Vector2();
  22724. this.v2 = v2 || new Vector2();
  22725. this.v3 = v3 || new Vector2();
  22726. }
  22727. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22728. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22729. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22730. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22731. var point = optionalTarget || new Vector2();
  22732. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22733. point.set(
  22734. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22735. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22736. );
  22737. return point;
  22738. };
  22739. CubicBezierCurve.prototype.copy = function ( source ) {
  22740. Curve.prototype.copy.call( this, source );
  22741. this.v0.copy( source.v0 );
  22742. this.v1.copy( source.v1 );
  22743. this.v2.copy( source.v2 );
  22744. this.v3.copy( source.v3 );
  22745. return this;
  22746. };
  22747. CubicBezierCurve.prototype.toJSON = function () {
  22748. var data = Curve.prototype.toJSON.call( this );
  22749. data.v0 = this.v0.toArray();
  22750. data.v1 = this.v1.toArray();
  22751. data.v2 = this.v2.toArray();
  22752. data.v3 = this.v3.toArray();
  22753. return data;
  22754. };
  22755. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22756. Curve.prototype.fromJSON.call( this, json );
  22757. this.v0.fromArray( json.v0 );
  22758. this.v1.fromArray( json.v1 );
  22759. this.v2.fromArray( json.v2 );
  22760. this.v3.fromArray( json.v3 );
  22761. return this;
  22762. };
  22763. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22764. Curve.call( this );
  22765. this.type = 'CubicBezierCurve3';
  22766. this.v0 = v0 || new Vector3();
  22767. this.v1 = v1 || new Vector3();
  22768. this.v2 = v2 || new Vector3();
  22769. this.v3 = v3 || new Vector3();
  22770. }
  22771. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22772. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22773. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22774. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22775. var point = optionalTarget || new Vector3();
  22776. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22777. point.set(
  22778. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22779. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22780. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22781. );
  22782. return point;
  22783. };
  22784. CubicBezierCurve3.prototype.copy = function ( source ) {
  22785. Curve.prototype.copy.call( this, source );
  22786. this.v0.copy( source.v0 );
  22787. this.v1.copy( source.v1 );
  22788. this.v2.copy( source.v2 );
  22789. this.v3.copy( source.v3 );
  22790. return this;
  22791. };
  22792. CubicBezierCurve3.prototype.toJSON = function () {
  22793. var data = Curve.prototype.toJSON.call( this );
  22794. data.v0 = this.v0.toArray();
  22795. data.v1 = this.v1.toArray();
  22796. data.v2 = this.v2.toArray();
  22797. data.v3 = this.v3.toArray();
  22798. return data;
  22799. };
  22800. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22801. Curve.prototype.fromJSON.call( this, json );
  22802. this.v0.fromArray( json.v0 );
  22803. this.v1.fromArray( json.v1 );
  22804. this.v2.fromArray( json.v2 );
  22805. this.v3.fromArray( json.v3 );
  22806. return this;
  22807. };
  22808. function LineCurve( v1, v2 ) {
  22809. Curve.call( this );
  22810. this.type = 'LineCurve';
  22811. this.v1 = v1 || new Vector2();
  22812. this.v2 = v2 || new Vector2();
  22813. }
  22814. LineCurve.prototype = Object.create( Curve.prototype );
  22815. LineCurve.prototype.constructor = LineCurve;
  22816. LineCurve.prototype.isLineCurve = true;
  22817. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22818. var point = optionalTarget || new Vector2();
  22819. if ( t === 1 ) {
  22820. point.copy( this.v2 );
  22821. } else {
  22822. point.copy( this.v2 ).sub( this.v1 );
  22823. point.multiplyScalar( t ).add( this.v1 );
  22824. }
  22825. return point;
  22826. };
  22827. // Line curve is linear, so we can overwrite default getPointAt
  22828. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22829. return this.getPoint( u, optionalTarget );
  22830. };
  22831. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22832. var tangent = optionalTarget || new Vector2();
  22833. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22834. return tangent;
  22835. };
  22836. LineCurve.prototype.copy = function ( source ) {
  22837. Curve.prototype.copy.call( this, source );
  22838. this.v1.copy( source.v1 );
  22839. this.v2.copy( source.v2 );
  22840. return this;
  22841. };
  22842. LineCurve.prototype.toJSON = function () {
  22843. var data = Curve.prototype.toJSON.call( this );
  22844. data.v1 = this.v1.toArray();
  22845. data.v2 = this.v2.toArray();
  22846. return data;
  22847. };
  22848. LineCurve.prototype.fromJSON = function ( json ) {
  22849. Curve.prototype.fromJSON.call( this, json );
  22850. this.v1.fromArray( json.v1 );
  22851. this.v2.fromArray( json.v2 );
  22852. return this;
  22853. };
  22854. function LineCurve3( v1, v2 ) {
  22855. Curve.call( this );
  22856. this.type = 'LineCurve3';
  22857. this.v1 = v1 || new Vector3();
  22858. this.v2 = v2 || new Vector3();
  22859. }
  22860. LineCurve3.prototype = Object.create( Curve.prototype );
  22861. LineCurve3.prototype.constructor = LineCurve3;
  22862. LineCurve3.prototype.isLineCurve3 = true;
  22863. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22864. var point = optionalTarget || new Vector3();
  22865. if ( t === 1 ) {
  22866. point.copy( this.v2 );
  22867. } else {
  22868. point.copy( this.v2 ).sub( this.v1 );
  22869. point.multiplyScalar( t ).add( this.v1 );
  22870. }
  22871. return point;
  22872. };
  22873. // Line curve is linear, so we can overwrite default getPointAt
  22874. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22875. return this.getPoint( u, optionalTarget );
  22876. };
  22877. LineCurve3.prototype.copy = function ( source ) {
  22878. Curve.prototype.copy.call( this, source );
  22879. this.v1.copy( source.v1 );
  22880. this.v2.copy( source.v2 );
  22881. return this;
  22882. };
  22883. LineCurve3.prototype.toJSON = function () {
  22884. var data = Curve.prototype.toJSON.call( this );
  22885. data.v1 = this.v1.toArray();
  22886. data.v2 = this.v2.toArray();
  22887. return data;
  22888. };
  22889. LineCurve3.prototype.fromJSON = function ( json ) {
  22890. Curve.prototype.fromJSON.call( this, json );
  22891. this.v1.fromArray( json.v1 );
  22892. this.v2.fromArray( json.v2 );
  22893. return this;
  22894. };
  22895. function QuadraticBezierCurve( v0, v1, v2 ) {
  22896. Curve.call( this );
  22897. this.type = 'QuadraticBezierCurve';
  22898. this.v0 = v0 || new Vector2();
  22899. this.v1 = v1 || new Vector2();
  22900. this.v2 = v2 || new Vector2();
  22901. }
  22902. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22903. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22904. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22905. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22906. var point = optionalTarget || new Vector2();
  22907. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22908. point.set(
  22909. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22910. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22911. );
  22912. return point;
  22913. };
  22914. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22915. Curve.prototype.copy.call( this, source );
  22916. this.v0.copy( source.v0 );
  22917. this.v1.copy( source.v1 );
  22918. this.v2.copy( source.v2 );
  22919. return this;
  22920. };
  22921. QuadraticBezierCurve.prototype.toJSON = function () {
  22922. var data = Curve.prototype.toJSON.call( this );
  22923. data.v0 = this.v0.toArray();
  22924. data.v1 = this.v1.toArray();
  22925. data.v2 = this.v2.toArray();
  22926. return data;
  22927. };
  22928. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22929. Curve.prototype.fromJSON.call( this, json );
  22930. this.v0.fromArray( json.v0 );
  22931. this.v1.fromArray( json.v1 );
  22932. this.v2.fromArray( json.v2 );
  22933. return this;
  22934. };
  22935. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22936. Curve.call( this );
  22937. this.type = 'QuadraticBezierCurve3';
  22938. this.v0 = v0 || new Vector3();
  22939. this.v1 = v1 || new Vector3();
  22940. this.v2 = v2 || new Vector3();
  22941. }
  22942. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22943. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22944. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22945. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22946. var point = optionalTarget || new Vector3();
  22947. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22948. point.set(
  22949. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22950. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22951. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22952. );
  22953. return point;
  22954. };
  22955. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22956. Curve.prototype.copy.call( this, source );
  22957. this.v0.copy( source.v0 );
  22958. this.v1.copy( source.v1 );
  22959. this.v2.copy( source.v2 );
  22960. return this;
  22961. };
  22962. QuadraticBezierCurve3.prototype.toJSON = function () {
  22963. var data = Curve.prototype.toJSON.call( this );
  22964. data.v0 = this.v0.toArray();
  22965. data.v1 = this.v1.toArray();
  22966. data.v2 = this.v2.toArray();
  22967. return data;
  22968. };
  22969. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22970. Curve.prototype.fromJSON.call( this, json );
  22971. this.v0.fromArray( json.v0 );
  22972. this.v1.fromArray( json.v1 );
  22973. this.v2.fromArray( json.v2 );
  22974. return this;
  22975. };
  22976. function SplineCurve( points /* array of Vector2 */ ) {
  22977. Curve.call( this );
  22978. this.type = 'SplineCurve';
  22979. this.points = points || [];
  22980. }
  22981. SplineCurve.prototype = Object.create( Curve.prototype );
  22982. SplineCurve.prototype.constructor = SplineCurve;
  22983. SplineCurve.prototype.isSplineCurve = true;
  22984. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22985. var point = optionalTarget || new Vector2();
  22986. var points = this.points;
  22987. var p = ( points.length - 1 ) * t;
  22988. var intPoint = Math.floor( p );
  22989. var weight = p - intPoint;
  22990. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22991. var p1 = points[ intPoint ];
  22992. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22993. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22994. point.set(
  22995. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22996. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22997. );
  22998. return point;
  22999. };
  23000. SplineCurve.prototype.copy = function ( source ) {
  23001. Curve.prototype.copy.call( this, source );
  23002. this.points = [];
  23003. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23004. var point = source.points[ i ];
  23005. this.points.push( point.clone() );
  23006. }
  23007. return this;
  23008. };
  23009. SplineCurve.prototype.toJSON = function () {
  23010. var data = Curve.prototype.toJSON.call( this );
  23011. data.points = [];
  23012. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23013. var point = this.points[ i ];
  23014. data.points.push( point.toArray() );
  23015. }
  23016. return data;
  23017. };
  23018. SplineCurve.prototype.fromJSON = function ( json ) {
  23019. Curve.prototype.fromJSON.call( this, json );
  23020. this.points = [];
  23021. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23022. var point = json.points[ i ];
  23023. this.points.push( new Vector2().fromArray( point ) );
  23024. }
  23025. return this;
  23026. };
  23027. var Curves = /*#__PURE__*/Object.freeze({
  23028. __proto__: null,
  23029. ArcCurve: ArcCurve,
  23030. CatmullRomCurve3: CatmullRomCurve3,
  23031. CubicBezierCurve: CubicBezierCurve,
  23032. CubicBezierCurve3: CubicBezierCurve3,
  23033. EllipseCurve: EllipseCurve,
  23034. LineCurve: LineCurve,
  23035. LineCurve3: LineCurve3,
  23036. QuadraticBezierCurve: QuadraticBezierCurve,
  23037. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23038. SplineCurve: SplineCurve
  23039. });
  23040. /**
  23041. * @author zz85 / http://www.lab4games.net/zz85/blog
  23042. *
  23043. **/
  23044. /**************************************************************
  23045. * Curved Path - a curve path is simply a array of connected
  23046. * curves, but retains the api of a curve
  23047. **************************************************************/
  23048. function CurvePath() {
  23049. Curve.call( this );
  23050. this.type = 'CurvePath';
  23051. this.curves = [];
  23052. this.autoClose = false; // Automatically closes the path
  23053. }
  23054. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23055. constructor: CurvePath,
  23056. add: function ( curve ) {
  23057. this.curves.push( curve );
  23058. },
  23059. closePath: function () {
  23060. // Add a line curve if start and end of lines are not connected
  23061. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23062. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23063. if ( ! startPoint.equals( endPoint ) ) {
  23064. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23065. }
  23066. },
  23067. // To get accurate point with reference to
  23068. // entire path distance at time t,
  23069. // following has to be done:
  23070. // 1. Length of each sub path have to be known
  23071. // 2. Locate and identify type of curve
  23072. // 3. Get t for the curve
  23073. // 4. Return curve.getPointAt(t')
  23074. getPoint: function ( t ) {
  23075. var d = t * this.getLength();
  23076. var curveLengths = this.getCurveLengths();
  23077. var i = 0;
  23078. // To think about boundaries points.
  23079. while ( i < curveLengths.length ) {
  23080. if ( curveLengths[ i ] >= d ) {
  23081. var diff = curveLengths[ i ] - d;
  23082. var curve = this.curves[ i ];
  23083. var segmentLength = curve.getLength();
  23084. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23085. return curve.getPointAt( u );
  23086. }
  23087. i ++;
  23088. }
  23089. return null;
  23090. // loop where sum != 0, sum > d , sum+1 <d
  23091. },
  23092. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23093. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23094. // getPoint() depends on getLength
  23095. getLength: function () {
  23096. var lens = this.getCurveLengths();
  23097. return lens[ lens.length - 1 ];
  23098. },
  23099. // cacheLengths must be recalculated.
  23100. updateArcLengths: function () {
  23101. this.needsUpdate = true;
  23102. this.cacheLengths = null;
  23103. this.getCurveLengths();
  23104. },
  23105. // Compute lengths and cache them
  23106. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23107. getCurveLengths: function () {
  23108. // We use cache values if curves and cache array are same length
  23109. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23110. return this.cacheLengths;
  23111. }
  23112. // Get length of sub-curve
  23113. // Push sums into cached array
  23114. var lengths = [];
  23115. var sums = 0;
  23116. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23117. sums += this.curves[ i ].getLength();
  23118. lengths.push( sums );
  23119. }
  23120. this.cacheLengths = lengths;
  23121. return lengths;
  23122. },
  23123. getSpacedPoints: function ( divisions ) {
  23124. if ( divisions === undefined ) { divisions = 40; }
  23125. var points = [];
  23126. for ( var i = 0; i <= divisions; i ++ ) {
  23127. points.push( this.getPoint( i / divisions ) );
  23128. }
  23129. if ( this.autoClose ) {
  23130. points.push( points[ 0 ] );
  23131. }
  23132. return points;
  23133. },
  23134. getPoints: function ( divisions ) {
  23135. divisions = divisions || 12;
  23136. var points = [];
  23137. var last;
  23138. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23139. var curve = curves[ i ];
  23140. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23141. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23142. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23143. : divisions;
  23144. var pts = curve.getPoints( resolution );
  23145. for ( var j = 0; j < pts.length; j ++ ) {
  23146. var point = pts[ j ];
  23147. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23148. points.push( point );
  23149. last = point;
  23150. }
  23151. }
  23152. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23153. points.push( points[ 0 ] );
  23154. }
  23155. return points;
  23156. },
  23157. copy: function ( source ) {
  23158. Curve.prototype.copy.call( this, source );
  23159. this.curves = [];
  23160. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23161. var curve = source.curves[ i ];
  23162. this.curves.push( curve.clone() );
  23163. }
  23164. this.autoClose = source.autoClose;
  23165. return this;
  23166. },
  23167. toJSON: function () {
  23168. var data = Curve.prototype.toJSON.call( this );
  23169. data.autoClose = this.autoClose;
  23170. data.curves = [];
  23171. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23172. var curve = this.curves[ i ];
  23173. data.curves.push( curve.toJSON() );
  23174. }
  23175. return data;
  23176. },
  23177. fromJSON: function ( json ) {
  23178. Curve.prototype.fromJSON.call( this, json );
  23179. this.autoClose = json.autoClose;
  23180. this.curves = [];
  23181. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23182. var curve = json.curves[ i ];
  23183. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23184. }
  23185. return this;
  23186. }
  23187. } );
  23188. /**
  23189. * @author zz85 / http://www.lab4games.net/zz85/blog
  23190. * Creates free form 2d path using series of points, lines or curves.
  23191. **/
  23192. function Path( points ) {
  23193. CurvePath.call( this );
  23194. this.type = 'Path';
  23195. this.currentPoint = new Vector2();
  23196. if ( points ) {
  23197. this.setFromPoints( points );
  23198. }
  23199. }
  23200. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23201. constructor: Path,
  23202. setFromPoints: function ( points ) {
  23203. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23204. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23205. this.lineTo( points[ i ].x, points[ i ].y );
  23206. }
  23207. return this;
  23208. },
  23209. moveTo: function ( x, y ) {
  23210. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23211. return this;
  23212. },
  23213. lineTo: function ( x, y ) {
  23214. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23215. this.curves.push( curve );
  23216. this.currentPoint.set( x, y );
  23217. return this;
  23218. },
  23219. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23220. var curve = new QuadraticBezierCurve(
  23221. this.currentPoint.clone(),
  23222. new Vector2( aCPx, aCPy ),
  23223. new Vector2( aX, aY )
  23224. );
  23225. this.curves.push( curve );
  23226. this.currentPoint.set( aX, aY );
  23227. return this;
  23228. },
  23229. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23230. var curve = new CubicBezierCurve(
  23231. this.currentPoint.clone(),
  23232. new Vector2( aCP1x, aCP1y ),
  23233. new Vector2( aCP2x, aCP2y ),
  23234. new Vector2( aX, aY )
  23235. );
  23236. this.curves.push( curve );
  23237. this.currentPoint.set( aX, aY );
  23238. return this;
  23239. },
  23240. splineThru: function ( pts /*Array of Vector*/ ) {
  23241. var npts = [ this.currentPoint.clone() ].concat( pts );
  23242. var curve = new SplineCurve( npts );
  23243. this.curves.push( curve );
  23244. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23245. return this;
  23246. },
  23247. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23248. var x0 = this.currentPoint.x;
  23249. var y0 = this.currentPoint.y;
  23250. this.absarc( aX + x0, aY + y0, aRadius,
  23251. aStartAngle, aEndAngle, aClockwise );
  23252. return this;
  23253. },
  23254. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23255. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23256. return this;
  23257. },
  23258. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23259. var x0 = this.currentPoint.x;
  23260. var y0 = this.currentPoint.y;
  23261. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23262. return this;
  23263. },
  23264. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23265. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23266. if ( this.curves.length > 0 ) {
  23267. // if a previous curve is present, attempt to join
  23268. var firstPoint = curve.getPoint( 0 );
  23269. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23270. this.lineTo( firstPoint.x, firstPoint.y );
  23271. }
  23272. }
  23273. this.curves.push( curve );
  23274. var lastPoint = curve.getPoint( 1 );
  23275. this.currentPoint.copy( lastPoint );
  23276. return this;
  23277. },
  23278. copy: function ( source ) {
  23279. CurvePath.prototype.copy.call( this, source );
  23280. this.currentPoint.copy( source.currentPoint );
  23281. return this;
  23282. },
  23283. toJSON: function () {
  23284. var data = CurvePath.prototype.toJSON.call( this );
  23285. data.currentPoint = this.currentPoint.toArray();
  23286. return data;
  23287. },
  23288. fromJSON: function ( json ) {
  23289. CurvePath.prototype.fromJSON.call( this, json );
  23290. this.currentPoint.fromArray( json.currentPoint );
  23291. return this;
  23292. }
  23293. } );
  23294. /**
  23295. * @author zz85 / http://www.lab4games.net/zz85/blog
  23296. * Defines a 2d shape plane using paths.
  23297. **/
  23298. // STEP 1 Create a path.
  23299. // STEP 2 Turn path into shape.
  23300. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23301. // STEP 3a - Extract points from each shape, turn to vertices
  23302. // STEP 3b - Triangulate each shape, add faces.
  23303. function Shape( points ) {
  23304. Path.call( this, points );
  23305. this.uuid = MathUtils.generateUUID();
  23306. this.type = 'Shape';
  23307. this.holes = [];
  23308. }
  23309. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23310. constructor: Shape,
  23311. getPointsHoles: function ( divisions ) {
  23312. var holesPts = [];
  23313. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23314. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23315. }
  23316. return holesPts;
  23317. },
  23318. // get points of shape and holes (keypoints based on segments parameter)
  23319. extractPoints: function ( divisions ) {
  23320. return {
  23321. shape: this.getPoints( divisions ),
  23322. holes: this.getPointsHoles( divisions )
  23323. };
  23324. },
  23325. copy: function ( source ) {
  23326. Path.prototype.copy.call( this, source );
  23327. this.holes = [];
  23328. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23329. var hole = source.holes[ i ];
  23330. this.holes.push( hole.clone() );
  23331. }
  23332. return this;
  23333. },
  23334. toJSON: function () {
  23335. var data = Path.prototype.toJSON.call( this );
  23336. data.uuid = this.uuid;
  23337. data.holes = [];
  23338. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23339. var hole = this.holes[ i ];
  23340. data.holes.push( hole.toJSON() );
  23341. }
  23342. return data;
  23343. },
  23344. fromJSON: function ( json ) {
  23345. Path.prototype.fromJSON.call( this, json );
  23346. this.uuid = json.uuid;
  23347. this.holes = [];
  23348. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23349. var hole = json.holes[ i ];
  23350. this.holes.push( new Path().fromJSON( hole ) );
  23351. }
  23352. return this;
  23353. }
  23354. } );
  23355. /**
  23356. * @author mrdoob / http://mrdoob.com/
  23357. * @author alteredq / http://alteredqualia.com/
  23358. */
  23359. function Light( color, intensity ) {
  23360. Object3D.call( this );
  23361. this.type = 'Light';
  23362. this.color = new Color( color );
  23363. this.intensity = intensity !== undefined ? intensity : 1;
  23364. this.receiveShadow = undefined;
  23365. }
  23366. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23367. constructor: Light,
  23368. isLight: true,
  23369. copy: function ( source ) {
  23370. Object3D.prototype.copy.call( this, source );
  23371. this.color.copy( source.color );
  23372. this.intensity = source.intensity;
  23373. return this;
  23374. },
  23375. toJSON: function ( meta ) {
  23376. var data = Object3D.prototype.toJSON.call( this, meta );
  23377. data.object.color = this.color.getHex();
  23378. data.object.intensity = this.intensity;
  23379. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23380. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23381. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23382. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23383. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23384. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23385. return data;
  23386. }
  23387. } );
  23388. /**
  23389. * @author alteredq / http://alteredqualia.com/
  23390. */
  23391. function HemisphereLight( skyColor, groundColor, intensity ) {
  23392. Light.call( this, skyColor, intensity );
  23393. this.type = 'HemisphereLight';
  23394. this.castShadow = undefined;
  23395. this.position.copy( Object3D.DefaultUp );
  23396. this.updateMatrix();
  23397. this.groundColor = new Color( groundColor );
  23398. }
  23399. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23400. constructor: HemisphereLight,
  23401. isHemisphereLight: true,
  23402. copy: function ( source ) {
  23403. Light.prototype.copy.call( this, source );
  23404. this.groundColor.copy( source.groundColor );
  23405. return this;
  23406. }
  23407. } );
  23408. /**
  23409. * @author mrdoob / http://mrdoob.com/
  23410. */
  23411. function LightShadow( camera ) {
  23412. this.camera = camera;
  23413. this.bias = 0;
  23414. this.radius = 1;
  23415. this.mapSize = new Vector2( 512, 512 );
  23416. this.map = null;
  23417. this.mapPass = null;
  23418. this.matrix = new Matrix4();
  23419. this._frustum = new Frustum();
  23420. this._frameExtents = new Vector2( 1, 1 );
  23421. this._viewportCount = 1;
  23422. this._viewports = [
  23423. new Vector4( 0, 0, 1, 1 )
  23424. ];
  23425. }
  23426. Object.assign( LightShadow.prototype, {
  23427. _projScreenMatrix: new Matrix4(),
  23428. _lightPositionWorld: new Vector3(),
  23429. _lookTarget: new Vector3(),
  23430. getViewportCount: function () {
  23431. return this._viewportCount;
  23432. },
  23433. getFrustum: function () {
  23434. return this._frustum;
  23435. },
  23436. updateMatrices: function ( light ) {
  23437. var shadowCamera = this.camera,
  23438. shadowMatrix = this.matrix,
  23439. projScreenMatrix = this._projScreenMatrix,
  23440. lookTarget = this._lookTarget,
  23441. lightPositionWorld = this._lightPositionWorld;
  23442. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23443. shadowCamera.position.copy( lightPositionWorld );
  23444. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23445. shadowCamera.lookAt( lookTarget );
  23446. shadowCamera.updateMatrixWorld();
  23447. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23448. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23449. shadowMatrix.set(
  23450. 0.5, 0.0, 0.0, 0.5,
  23451. 0.0, 0.5, 0.0, 0.5,
  23452. 0.0, 0.0, 0.5, 0.5,
  23453. 0.0, 0.0, 0.0, 1.0
  23454. );
  23455. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23456. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23457. },
  23458. getViewport: function ( viewportIndex ) {
  23459. return this._viewports[ viewportIndex ];
  23460. },
  23461. getFrameExtents: function () {
  23462. return this._frameExtents;
  23463. },
  23464. copy: function ( source ) {
  23465. this.camera = source.camera.clone();
  23466. this.bias = source.bias;
  23467. this.radius = source.radius;
  23468. this.mapSize.copy( source.mapSize );
  23469. return this;
  23470. },
  23471. clone: function () {
  23472. return new this.constructor().copy( this );
  23473. },
  23474. toJSON: function () {
  23475. var object = {};
  23476. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23477. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23478. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23479. object.camera = this.camera.toJSON( false ).object;
  23480. delete object.camera.matrix;
  23481. return object;
  23482. }
  23483. } );
  23484. /**
  23485. * @author mrdoob / http://mrdoob.com/
  23486. */
  23487. function SpotLightShadow() {
  23488. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23489. }
  23490. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23491. constructor: SpotLightShadow,
  23492. isSpotLightShadow: true,
  23493. updateMatrices: function ( light ) {
  23494. var camera = this.camera;
  23495. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23496. var aspect = this.mapSize.width / this.mapSize.height;
  23497. var far = light.distance || camera.far;
  23498. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23499. camera.fov = fov;
  23500. camera.aspect = aspect;
  23501. camera.far = far;
  23502. camera.updateProjectionMatrix();
  23503. }
  23504. LightShadow.prototype.updateMatrices.call( this, light );
  23505. }
  23506. } );
  23507. /**
  23508. * @author alteredq / http://alteredqualia.com/
  23509. */
  23510. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23511. Light.call( this, color, intensity );
  23512. this.type = 'SpotLight';
  23513. this.position.copy( Object3D.DefaultUp );
  23514. this.updateMatrix();
  23515. this.target = new Object3D();
  23516. Object.defineProperty( this, 'power', {
  23517. get: function () {
  23518. // intensity = power per solid angle.
  23519. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23520. return this.intensity * Math.PI;
  23521. },
  23522. set: function ( power ) {
  23523. // intensity = power per solid angle.
  23524. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23525. this.intensity = power / Math.PI;
  23526. }
  23527. } );
  23528. this.distance = ( distance !== undefined ) ? distance : 0;
  23529. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23530. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23531. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23532. this.shadow = new SpotLightShadow();
  23533. }
  23534. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23535. constructor: SpotLight,
  23536. isSpotLight: true,
  23537. copy: function ( source ) {
  23538. Light.prototype.copy.call( this, source );
  23539. this.distance = source.distance;
  23540. this.angle = source.angle;
  23541. this.penumbra = source.penumbra;
  23542. this.decay = source.decay;
  23543. this.target = source.target.clone();
  23544. this.shadow = source.shadow.clone();
  23545. return this;
  23546. }
  23547. } );
  23548. function PointLightShadow() {
  23549. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23550. this._frameExtents = new Vector2( 4, 2 );
  23551. this._viewportCount = 6;
  23552. this._viewports = [
  23553. // These viewports map a cube-map onto a 2D texture with the
  23554. // following orientation:
  23555. //
  23556. // xzXZ
  23557. // y Y
  23558. //
  23559. // X - Positive x direction
  23560. // x - Negative x direction
  23561. // Y - Positive y direction
  23562. // y - Negative y direction
  23563. // Z - Positive z direction
  23564. // z - Negative z direction
  23565. // positive X
  23566. new Vector4( 2, 1, 1, 1 ),
  23567. // negative X
  23568. new Vector4( 0, 1, 1, 1 ),
  23569. // positive Z
  23570. new Vector4( 3, 1, 1, 1 ),
  23571. // negative Z
  23572. new Vector4( 1, 1, 1, 1 ),
  23573. // positive Y
  23574. new Vector4( 3, 0, 1, 1 ),
  23575. // negative Y
  23576. new Vector4( 1, 0, 1, 1 )
  23577. ];
  23578. this._cubeDirections = [
  23579. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23580. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23581. ];
  23582. this._cubeUps = [
  23583. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23584. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23585. ];
  23586. }
  23587. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23588. constructor: PointLightShadow,
  23589. isPointLightShadow: true,
  23590. updateMatrices: function ( light, viewportIndex ) {
  23591. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23592. var camera = this.camera,
  23593. shadowMatrix = this.matrix,
  23594. lightPositionWorld = this._lightPositionWorld,
  23595. lookTarget = this._lookTarget,
  23596. projScreenMatrix = this._projScreenMatrix;
  23597. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23598. camera.position.copy( lightPositionWorld );
  23599. lookTarget.copy( camera.position );
  23600. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23601. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23602. camera.lookAt( lookTarget );
  23603. camera.updateMatrixWorld();
  23604. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23605. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23606. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23607. }
  23608. } );
  23609. /**
  23610. * @author mrdoob / http://mrdoob.com/
  23611. */
  23612. function PointLight( color, intensity, distance, decay ) {
  23613. Light.call( this, color, intensity );
  23614. this.type = 'PointLight';
  23615. Object.defineProperty( this, 'power', {
  23616. get: function () {
  23617. // intensity = power per solid angle.
  23618. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23619. return this.intensity * 4 * Math.PI;
  23620. },
  23621. set: function ( power ) {
  23622. // intensity = power per solid angle.
  23623. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23624. this.intensity = power / ( 4 * Math.PI );
  23625. }
  23626. } );
  23627. this.distance = ( distance !== undefined ) ? distance : 0;
  23628. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23629. this.shadow = new PointLightShadow();
  23630. }
  23631. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23632. constructor: PointLight,
  23633. isPointLight: true,
  23634. copy: function ( source ) {
  23635. Light.prototype.copy.call( this, source );
  23636. this.distance = source.distance;
  23637. this.decay = source.decay;
  23638. this.shadow = source.shadow.clone();
  23639. return this;
  23640. }
  23641. } );
  23642. /**
  23643. * @author alteredq / http://alteredqualia.com/
  23644. * @author arose / http://github.com/arose
  23645. */
  23646. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23647. Camera.call( this );
  23648. this.type = 'OrthographicCamera';
  23649. this.zoom = 1;
  23650. this.view = null;
  23651. this.left = ( left !== undefined ) ? left : - 1;
  23652. this.right = ( right !== undefined ) ? right : 1;
  23653. this.top = ( top !== undefined ) ? top : 1;
  23654. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23655. this.near = ( near !== undefined ) ? near : 0.1;
  23656. this.far = ( far !== undefined ) ? far : 2000;
  23657. this.updateProjectionMatrix();
  23658. }
  23659. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23660. constructor: OrthographicCamera,
  23661. isOrthographicCamera: true,
  23662. copy: function ( source, recursive ) {
  23663. Camera.prototype.copy.call( this, source, recursive );
  23664. this.left = source.left;
  23665. this.right = source.right;
  23666. this.top = source.top;
  23667. this.bottom = source.bottom;
  23668. this.near = source.near;
  23669. this.far = source.far;
  23670. this.zoom = source.zoom;
  23671. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23672. return this;
  23673. },
  23674. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23675. if ( this.view === null ) {
  23676. this.view = {
  23677. enabled: true,
  23678. fullWidth: 1,
  23679. fullHeight: 1,
  23680. offsetX: 0,
  23681. offsetY: 0,
  23682. width: 1,
  23683. height: 1
  23684. };
  23685. }
  23686. this.view.enabled = true;
  23687. this.view.fullWidth = fullWidth;
  23688. this.view.fullHeight = fullHeight;
  23689. this.view.offsetX = x;
  23690. this.view.offsetY = y;
  23691. this.view.width = width;
  23692. this.view.height = height;
  23693. this.updateProjectionMatrix();
  23694. },
  23695. clearViewOffset: function () {
  23696. if ( this.view !== null ) {
  23697. this.view.enabled = false;
  23698. }
  23699. this.updateProjectionMatrix();
  23700. },
  23701. updateProjectionMatrix: function () {
  23702. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23703. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23704. var cx = ( this.right + this.left ) / 2;
  23705. var cy = ( this.top + this.bottom ) / 2;
  23706. var left = cx - dx;
  23707. var right = cx + dx;
  23708. var top = cy + dy;
  23709. var bottom = cy - dy;
  23710. if ( this.view !== null && this.view.enabled ) {
  23711. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23712. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23713. left += scaleW * this.view.offsetX;
  23714. right = left + scaleW * this.view.width;
  23715. top -= scaleH * this.view.offsetY;
  23716. bottom = top - scaleH * this.view.height;
  23717. }
  23718. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23719. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23720. },
  23721. toJSON: function ( meta ) {
  23722. var data = Object3D.prototype.toJSON.call( this, meta );
  23723. data.object.zoom = this.zoom;
  23724. data.object.left = this.left;
  23725. data.object.right = this.right;
  23726. data.object.top = this.top;
  23727. data.object.bottom = this.bottom;
  23728. data.object.near = this.near;
  23729. data.object.far = this.far;
  23730. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23731. return data;
  23732. }
  23733. } );
  23734. /**
  23735. * @author mrdoob / http://mrdoob.com/
  23736. */
  23737. function DirectionalLightShadow() {
  23738. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23739. }
  23740. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23741. constructor: DirectionalLightShadow,
  23742. isDirectionalLightShadow: true,
  23743. updateMatrices: function ( light ) {
  23744. LightShadow.prototype.updateMatrices.call( this, light );
  23745. }
  23746. } );
  23747. /**
  23748. * @author mrdoob / http://mrdoob.com/
  23749. * @author alteredq / http://alteredqualia.com/
  23750. */
  23751. function DirectionalLight( color, intensity ) {
  23752. Light.call( this, color, intensity );
  23753. this.type = 'DirectionalLight';
  23754. this.position.copy( Object3D.DefaultUp );
  23755. this.updateMatrix();
  23756. this.target = new Object3D();
  23757. this.shadow = new DirectionalLightShadow();
  23758. }
  23759. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23760. constructor: DirectionalLight,
  23761. isDirectionalLight: true,
  23762. copy: function ( source ) {
  23763. Light.prototype.copy.call( this, source );
  23764. this.target = source.target.clone();
  23765. this.shadow = source.shadow.clone();
  23766. return this;
  23767. }
  23768. } );
  23769. /**
  23770. * @author mrdoob / http://mrdoob.com/
  23771. */
  23772. function AmbientLight( color, intensity ) {
  23773. Light.call( this, color, intensity );
  23774. this.type = 'AmbientLight';
  23775. this.castShadow = undefined;
  23776. }
  23777. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23778. constructor: AmbientLight,
  23779. isAmbientLight: true
  23780. } );
  23781. /**
  23782. * @author abelnation / http://github.com/abelnation
  23783. */
  23784. function RectAreaLight( color, intensity, width, height ) {
  23785. Light.call( this, color, intensity );
  23786. this.type = 'RectAreaLight';
  23787. this.width = ( width !== undefined ) ? width : 10;
  23788. this.height = ( height !== undefined ) ? height : 10;
  23789. }
  23790. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23791. constructor: RectAreaLight,
  23792. isRectAreaLight: true,
  23793. copy: function ( source ) {
  23794. Light.prototype.copy.call( this, source );
  23795. this.width = source.width;
  23796. this.height = source.height;
  23797. return this;
  23798. },
  23799. toJSON: function ( meta ) {
  23800. var data = Light.prototype.toJSON.call( this, meta );
  23801. data.object.width = this.width;
  23802. data.object.height = this.height;
  23803. return data;
  23804. }
  23805. } );
  23806. /**
  23807. * @author bhouston / http://clara.io
  23808. * @author WestLangley / http://github.com/WestLangley
  23809. *
  23810. * Primary reference:
  23811. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23812. *
  23813. * Secondary reference:
  23814. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23815. */
  23816. // 3-band SH defined by 9 coefficients
  23817. function SphericalHarmonics3() {
  23818. this.coefficients = [];
  23819. for ( var i = 0; i < 9; i ++ ) {
  23820. this.coefficients.push( new Vector3() );
  23821. }
  23822. }
  23823. Object.assign( SphericalHarmonics3.prototype, {
  23824. isSphericalHarmonics3: true,
  23825. set: function ( coefficients ) {
  23826. for ( var i = 0; i < 9; i ++ ) {
  23827. this.coefficients[ i ].copy( coefficients[ i ] );
  23828. }
  23829. return this;
  23830. },
  23831. zero: function () {
  23832. for ( var i = 0; i < 9; i ++ ) {
  23833. this.coefficients[ i ].set( 0, 0, 0 );
  23834. }
  23835. return this;
  23836. },
  23837. // get the radiance in the direction of the normal
  23838. // target is a Vector3
  23839. getAt: function ( normal, target ) {
  23840. // normal is assumed to be unit length
  23841. var x = normal.x, y = normal.y, z = normal.z;
  23842. var coeff = this.coefficients;
  23843. // band 0
  23844. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23845. // band 1
  23846. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23847. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23848. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23849. // band 2
  23850. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23851. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23852. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23853. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23854. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23855. return target;
  23856. },
  23857. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23858. // target is a Vector3
  23859. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23860. getIrradianceAt: function ( normal, target ) {
  23861. // normal is assumed to be unit length
  23862. var x = normal.x, y = normal.y, z = normal.z;
  23863. var coeff = this.coefficients;
  23864. // band 0
  23865. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23866. // band 1
  23867. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23868. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23869. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23870. // band 2
  23871. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23872. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23873. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23874. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23875. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23876. return target;
  23877. },
  23878. add: function ( sh ) {
  23879. for ( var i = 0; i < 9; i ++ ) {
  23880. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23881. }
  23882. return this;
  23883. },
  23884. addScaledSH: function ( sh, s ) {
  23885. for ( var i = 0; i < 9; i ++ ) {
  23886. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23887. }
  23888. return this;
  23889. },
  23890. scale: function ( s ) {
  23891. for ( var i = 0; i < 9; i ++ ) {
  23892. this.coefficients[ i ].multiplyScalar( s );
  23893. }
  23894. return this;
  23895. },
  23896. lerp: function ( sh, alpha ) {
  23897. for ( var i = 0; i < 9; i ++ ) {
  23898. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23899. }
  23900. return this;
  23901. },
  23902. equals: function ( sh ) {
  23903. for ( var i = 0; i < 9; i ++ ) {
  23904. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23905. return false;
  23906. }
  23907. }
  23908. return true;
  23909. },
  23910. copy: function ( sh ) {
  23911. return this.set( sh.coefficients );
  23912. },
  23913. clone: function () {
  23914. return new this.constructor().copy( this );
  23915. },
  23916. fromArray: function ( array, offset ) {
  23917. if ( offset === undefined ) { offset = 0; }
  23918. var coefficients = this.coefficients;
  23919. for ( var i = 0; i < 9; i ++ ) {
  23920. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23921. }
  23922. return this;
  23923. },
  23924. toArray: function ( array, offset ) {
  23925. if ( array === undefined ) { array = []; }
  23926. if ( offset === undefined ) { offset = 0; }
  23927. var coefficients = this.coefficients;
  23928. for ( var i = 0; i < 9; i ++ ) {
  23929. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23930. }
  23931. return array;
  23932. }
  23933. } );
  23934. Object.assign( SphericalHarmonics3, {
  23935. // evaluate the basis functions
  23936. // shBasis is an Array[ 9 ]
  23937. getBasisAt: function ( normal, shBasis ) {
  23938. // normal is assumed to be unit length
  23939. var x = normal.x, y = normal.y, z = normal.z;
  23940. // band 0
  23941. shBasis[ 0 ] = 0.282095;
  23942. // band 1
  23943. shBasis[ 1 ] = 0.488603 * y;
  23944. shBasis[ 2 ] = 0.488603 * z;
  23945. shBasis[ 3 ] = 0.488603 * x;
  23946. // band 2
  23947. shBasis[ 4 ] = 1.092548 * x * y;
  23948. shBasis[ 5 ] = 1.092548 * y * z;
  23949. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23950. shBasis[ 7 ] = 1.092548 * x * z;
  23951. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23952. }
  23953. } );
  23954. /**
  23955. * @author WestLangley / http://github.com/WestLangley
  23956. *
  23957. * A LightProbe is a source of indirect-diffuse light
  23958. */
  23959. function LightProbe( sh, intensity ) {
  23960. Light.call( this, undefined, intensity );
  23961. this.type = 'LightProbe';
  23962. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23963. }
  23964. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23965. constructor: LightProbe,
  23966. isLightProbe: true,
  23967. copy: function ( source ) {
  23968. Light.prototype.copy.call( this, source );
  23969. this.sh.copy( source.sh );
  23970. return this;
  23971. },
  23972. fromJSON: function ( json ) {
  23973. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23974. this.sh.fromArray( json.sh );
  23975. return this;
  23976. },
  23977. toJSON: function ( meta ) {
  23978. var data = Light.prototype.toJSON.call( this, meta );
  23979. data.object.sh = this.sh.toArray();
  23980. return data;
  23981. }
  23982. } );
  23983. /**
  23984. * @author mrdoob / http://mrdoob.com/
  23985. */
  23986. function MaterialLoader( manager ) {
  23987. Loader.call( this, manager );
  23988. this.textures = {};
  23989. }
  23990. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23991. constructor: MaterialLoader,
  23992. load: function ( url, onLoad, onProgress, onError ) {
  23993. var scope = this;
  23994. var loader = new FileLoader( scope.manager );
  23995. loader.setPath( scope.path );
  23996. loader.load( url, function ( text ) {
  23997. try {
  23998. onLoad( scope.parse( JSON.parse( text ) ) );
  23999. } catch ( e ) {
  24000. if ( onError ) {
  24001. onError( e );
  24002. } else {
  24003. console.error( e );
  24004. }
  24005. scope.manager.itemError( url );
  24006. }
  24007. }, onProgress, onError );
  24008. },
  24009. parse: function ( json ) {
  24010. var textures = this.textures;
  24011. function getTexture( name ) {
  24012. if ( textures[ name ] === undefined ) {
  24013. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24014. }
  24015. return textures[ name ];
  24016. }
  24017. var material = new Materials[ json.type ]();
  24018. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24019. if ( json.name !== undefined ) { material.name = json.name; }
  24020. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24021. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24022. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24023. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24024. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24025. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24026. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24027. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24028. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24029. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24030. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24031. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24032. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24033. if ( json.side !== undefined ) { material.side = json.side; }
  24034. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24035. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24036. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24037. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24038. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24039. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24040. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24041. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24042. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24043. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24044. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24045. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24046. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24047. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24048. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24049. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24050. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24051. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24052. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24053. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24054. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24055. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24056. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24057. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24058. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24059. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24060. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24061. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24062. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24063. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24064. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24065. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24066. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24067. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24068. if ( json.vertexColors !== undefined ) {
  24069. if ( typeof json.vertexColors === 'number' ) {
  24070. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24071. } else {
  24072. material.vertexColors = json.vertexColors;
  24073. }
  24074. }
  24075. // Shader Material
  24076. if ( json.uniforms !== undefined ) {
  24077. for ( var name in json.uniforms ) {
  24078. var uniform = json.uniforms[ name ];
  24079. material.uniforms[ name ] = {};
  24080. switch ( uniform.type ) {
  24081. case 't':
  24082. material.uniforms[ name ].value = getTexture( uniform.value );
  24083. break;
  24084. case 'c':
  24085. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24086. break;
  24087. case 'v2':
  24088. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24089. break;
  24090. case 'v3':
  24091. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24092. break;
  24093. case 'v4':
  24094. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24095. break;
  24096. case 'm3':
  24097. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24098. case 'm4':
  24099. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24100. break;
  24101. default:
  24102. material.uniforms[ name ].value = uniform.value;
  24103. }
  24104. }
  24105. }
  24106. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24107. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24108. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24109. if ( json.extensions !== undefined ) {
  24110. for ( var key in json.extensions ) {
  24111. material.extensions[ key ] = json.extensions[ key ];
  24112. }
  24113. }
  24114. // Deprecated
  24115. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24116. // for PointsMaterial
  24117. if ( json.size !== undefined ) { material.size = json.size; }
  24118. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24119. // maps
  24120. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24121. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24122. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24123. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24124. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24125. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24126. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24127. if ( json.normalScale !== undefined ) {
  24128. var normalScale = json.normalScale;
  24129. if ( Array.isArray( normalScale ) === false ) {
  24130. // Blender exporter used to export a scalar. See #7459
  24131. normalScale = [ normalScale, normalScale ];
  24132. }
  24133. material.normalScale = new Vector2().fromArray( normalScale );
  24134. }
  24135. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24136. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24137. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24138. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24139. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24140. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24141. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24142. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24143. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24144. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24145. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24146. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24147. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24148. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24149. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24150. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24151. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24152. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24153. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24154. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24155. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24156. return material;
  24157. },
  24158. setTextures: function ( value ) {
  24159. this.textures = value;
  24160. return this;
  24161. }
  24162. } );
  24163. /**
  24164. * @author Don McCurdy / https://www.donmccurdy.com
  24165. */
  24166. var LoaderUtils = {
  24167. decodeText: function ( array ) {
  24168. if ( typeof TextDecoder !== 'undefined' ) {
  24169. return new TextDecoder().decode( array );
  24170. }
  24171. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24172. // throws a "maximum call stack size exceeded" error for large arrays.
  24173. var s = '';
  24174. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24175. // Implicitly assumes little-endian.
  24176. s += String.fromCharCode( array[ i ] );
  24177. }
  24178. try {
  24179. // merges multi-byte utf-8 characters.
  24180. return decodeURIComponent( escape( s ) );
  24181. } catch ( e ) { // see #16358
  24182. return s;
  24183. }
  24184. },
  24185. extractUrlBase: function ( url ) {
  24186. var index = url.lastIndexOf( '/' );
  24187. if ( index === - 1 ) { return './'; }
  24188. return url.substr( 0, index + 1 );
  24189. }
  24190. };
  24191. /**
  24192. * @author benaadams / https://twitter.com/ben_a_adams
  24193. */
  24194. function InstancedBufferGeometry() {
  24195. BufferGeometry.call( this );
  24196. this.type = 'InstancedBufferGeometry';
  24197. this.instanceCount = Infinity;
  24198. }
  24199. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24200. constructor: InstancedBufferGeometry,
  24201. isInstancedBufferGeometry: true,
  24202. copy: function ( source ) {
  24203. BufferGeometry.prototype.copy.call( this, source );
  24204. this.instanceCount = source.instanceCount;
  24205. return this;
  24206. },
  24207. clone: function () {
  24208. return new this.constructor().copy( this );
  24209. },
  24210. toJSON: function () {
  24211. var data = BufferGeometry.prototype.toJSON.call( this );
  24212. data.instanceCount = this.instanceCount;
  24213. data.isInstancedBufferGeometry = true;
  24214. return data;
  24215. }
  24216. } );
  24217. /**
  24218. * @author benaadams / https://twitter.com/ben_a_adams
  24219. */
  24220. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24221. if ( typeof ( normalized ) === 'number' ) {
  24222. meshPerAttribute = normalized;
  24223. normalized = false;
  24224. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24225. }
  24226. BufferAttribute.call( this, array, itemSize, normalized );
  24227. this.meshPerAttribute = meshPerAttribute || 1;
  24228. }
  24229. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24230. constructor: InstancedBufferAttribute,
  24231. isInstancedBufferAttribute: true,
  24232. copy: function ( source ) {
  24233. BufferAttribute.prototype.copy.call( this, source );
  24234. this.meshPerAttribute = source.meshPerAttribute;
  24235. return this;
  24236. },
  24237. toJSON: function () {
  24238. var data = BufferAttribute.prototype.toJSON.call( this );
  24239. data.meshPerAttribute = this.meshPerAttribute;
  24240. data.isInstancedBufferAttribute = true;
  24241. return data;
  24242. }
  24243. } );
  24244. /**
  24245. * @author mrdoob / http://mrdoob.com/
  24246. */
  24247. function BufferGeometryLoader( manager ) {
  24248. Loader.call( this, manager );
  24249. }
  24250. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24251. constructor: BufferGeometryLoader,
  24252. load: function ( url, onLoad, onProgress, onError ) {
  24253. var scope = this;
  24254. var loader = new FileLoader( scope.manager );
  24255. loader.setPath( scope.path );
  24256. loader.load( url, function ( text ) {
  24257. try {
  24258. onLoad( scope.parse( JSON.parse( text ) ) );
  24259. } catch ( e ) {
  24260. if ( onError ) {
  24261. onError( e );
  24262. } else {
  24263. console.error( e );
  24264. }
  24265. scope.manager.itemError( url );
  24266. }
  24267. }, onProgress, onError );
  24268. },
  24269. parse: function ( json ) {
  24270. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24271. var index = json.data.index;
  24272. if ( index !== undefined ) {
  24273. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24274. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24275. }
  24276. var attributes = json.data.attributes;
  24277. for ( var key in attributes ) {
  24278. var attribute = attributes[ key ];
  24279. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24280. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24281. var bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24282. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24283. geometry.setAttribute( key, bufferAttribute );
  24284. }
  24285. var morphAttributes = json.data.morphAttributes;
  24286. if ( morphAttributes ) {
  24287. for ( var key$1 in morphAttributes ) {
  24288. var attributeArray = morphAttributes[ key$1 ];
  24289. var array = [];
  24290. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24291. var attribute$1 = attributeArray[ i ];
  24292. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24293. var bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24294. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24295. array.push( bufferAttribute$1 );
  24296. }
  24297. geometry.morphAttributes[ key$1 ] = array;
  24298. }
  24299. }
  24300. var morphTargetsRelative = json.data.morphTargetsRelative;
  24301. if ( morphTargetsRelative ) {
  24302. geometry.morphTargetsRelative = true;
  24303. }
  24304. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24305. if ( groups !== undefined ) {
  24306. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24307. var group = groups[ i$1 ];
  24308. geometry.addGroup( group.start, group.count, group.materialIndex );
  24309. }
  24310. }
  24311. var boundingSphere = json.data.boundingSphere;
  24312. if ( boundingSphere !== undefined ) {
  24313. var center = new Vector3();
  24314. if ( boundingSphere.center !== undefined ) {
  24315. center.fromArray( boundingSphere.center );
  24316. }
  24317. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24318. }
  24319. if ( json.name ) { geometry.name = json.name; }
  24320. if ( json.userData ) { geometry.userData = json.userData; }
  24321. return geometry;
  24322. }
  24323. } );
  24324. var TYPED_ARRAYS = {
  24325. Int8Array: Int8Array,
  24326. Uint8Array: Uint8Array,
  24327. // Workaround for IE11 pre KB2929437. See #11440
  24328. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24329. Int16Array: Int16Array,
  24330. Uint16Array: Uint16Array,
  24331. Int32Array: Int32Array,
  24332. Uint32Array: Uint32Array,
  24333. Float32Array: Float32Array,
  24334. Float64Array: Float64Array
  24335. };
  24336. /**
  24337. * @author mrdoob / http://mrdoob.com/
  24338. */
  24339. function ObjectLoader( manager ) {
  24340. Loader.call( this, manager );
  24341. }
  24342. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24343. constructor: ObjectLoader,
  24344. load: function ( url, onLoad, onProgress, onError ) {
  24345. var scope = this;
  24346. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24347. this.resourcePath = this.resourcePath || path;
  24348. var loader = new FileLoader( scope.manager );
  24349. loader.setPath( this.path );
  24350. loader.load( url, function ( text ) {
  24351. var json = null;
  24352. try {
  24353. json = JSON.parse( text );
  24354. } catch ( error ) {
  24355. if ( onError !== undefined ) { onError( error ); }
  24356. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24357. return;
  24358. }
  24359. var metadata = json.metadata;
  24360. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24361. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24362. return;
  24363. }
  24364. scope.parse( json, onLoad );
  24365. }, onProgress, onError );
  24366. },
  24367. parse: function ( json, onLoad ) {
  24368. var shapes = this.parseShape( json.shapes );
  24369. var geometries = this.parseGeometries( json.geometries, shapes );
  24370. var images = this.parseImages( json.images, function () {
  24371. if ( onLoad !== undefined ) { onLoad( object ); }
  24372. } );
  24373. var textures = this.parseTextures( json.textures, images );
  24374. var materials = this.parseMaterials( json.materials, textures );
  24375. var object = this.parseObject( json.object, geometries, materials );
  24376. if ( json.animations ) {
  24377. object.animations = this.parseAnimations( json.animations );
  24378. }
  24379. if ( json.images === undefined || json.images.length === 0 ) {
  24380. if ( onLoad !== undefined ) { onLoad( object ); }
  24381. }
  24382. return object;
  24383. },
  24384. parseShape: function ( json ) {
  24385. var shapes = {};
  24386. if ( json !== undefined ) {
  24387. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24388. var shape = new Shape().fromJSON( json[ i ] );
  24389. shapes[ shape.uuid ] = shape;
  24390. }
  24391. }
  24392. return shapes;
  24393. },
  24394. parseGeometries: function ( json, shapes ) {
  24395. var geometries = {};
  24396. var geometryShapes;
  24397. if ( json !== undefined ) {
  24398. var bufferGeometryLoader = new BufferGeometryLoader();
  24399. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24400. var geometry = (void 0);
  24401. var data = json[ i ];
  24402. switch ( data.type ) {
  24403. case 'PlaneGeometry':
  24404. case 'PlaneBufferGeometry':
  24405. geometry = new Geometries[ data.type ](
  24406. data.width,
  24407. data.height,
  24408. data.widthSegments,
  24409. data.heightSegments
  24410. );
  24411. break;
  24412. case 'BoxGeometry':
  24413. case 'BoxBufferGeometry':
  24414. case 'CubeGeometry': // backwards compatible
  24415. geometry = new Geometries[ data.type ](
  24416. data.width,
  24417. data.height,
  24418. data.depth,
  24419. data.widthSegments,
  24420. data.heightSegments,
  24421. data.depthSegments
  24422. );
  24423. break;
  24424. case 'CircleGeometry':
  24425. case 'CircleBufferGeometry':
  24426. geometry = new Geometries[ data.type ](
  24427. data.radius,
  24428. data.segments,
  24429. data.thetaStart,
  24430. data.thetaLength
  24431. );
  24432. break;
  24433. case 'CylinderGeometry':
  24434. case 'CylinderBufferGeometry':
  24435. geometry = new Geometries[ data.type ](
  24436. data.radiusTop,
  24437. data.radiusBottom,
  24438. data.height,
  24439. data.radialSegments,
  24440. data.heightSegments,
  24441. data.openEnded,
  24442. data.thetaStart,
  24443. data.thetaLength
  24444. );
  24445. break;
  24446. case 'ConeGeometry':
  24447. case 'ConeBufferGeometry':
  24448. geometry = new Geometries[ data.type ](
  24449. data.radius,
  24450. data.height,
  24451. data.radialSegments,
  24452. data.heightSegments,
  24453. data.openEnded,
  24454. data.thetaStart,
  24455. data.thetaLength
  24456. );
  24457. break;
  24458. case 'SphereGeometry':
  24459. case 'SphereBufferGeometry':
  24460. geometry = new Geometries[ data.type ](
  24461. data.radius,
  24462. data.widthSegments,
  24463. data.heightSegments,
  24464. data.phiStart,
  24465. data.phiLength,
  24466. data.thetaStart,
  24467. data.thetaLength
  24468. );
  24469. break;
  24470. case 'DodecahedronGeometry':
  24471. case 'DodecahedronBufferGeometry':
  24472. case 'IcosahedronGeometry':
  24473. case 'IcosahedronBufferGeometry':
  24474. case 'OctahedronGeometry':
  24475. case 'OctahedronBufferGeometry':
  24476. case 'TetrahedronGeometry':
  24477. case 'TetrahedronBufferGeometry':
  24478. geometry = new Geometries[ data.type ](
  24479. data.radius,
  24480. data.detail
  24481. );
  24482. break;
  24483. case 'RingGeometry':
  24484. case 'RingBufferGeometry':
  24485. geometry = new Geometries[ data.type ](
  24486. data.innerRadius,
  24487. data.outerRadius,
  24488. data.thetaSegments,
  24489. data.phiSegments,
  24490. data.thetaStart,
  24491. data.thetaLength
  24492. );
  24493. break;
  24494. case 'TorusGeometry':
  24495. case 'TorusBufferGeometry':
  24496. geometry = new Geometries[ data.type ](
  24497. data.radius,
  24498. data.tube,
  24499. data.radialSegments,
  24500. data.tubularSegments,
  24501. data.arc
  24502. );
  24503. break;
  24504. case 'TorusKnotGeometry':
  24505. case 'TorusKnotBufferGeometry':
  24506. geometry = new Geometries[ data.type ](
  24507. data.radius,
  24508. data.tube,
  24509. data.tubularSegments,
  24510. data.radialSegments,
  24511. data.p,
  24512. data.q
  24513. );
  24514. break;
  24515. case 'TubeGeometry':
  24516. case 'TubeBufferGeometry':
  24517. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24518. // User defined curves or instances of CurvePath will not be deserialized.
  24519. geometry = new Geometries[ data.type ](
  24520. new Curves[ data.path.type ]().fromJSON( data.path ),
  24521. data.tubularSegments,
  24522. data.radius,
  24523. data.radialSegments,
  24524. data.closed
  24525. );
  24526. break;
  24527. case 'LatheGeometry':
  24528. case 'LatheBufferGeometry':
  24529. geometry = new Geometries[ data.type ](
  24530. data.points,
  24531. data.segments,
  24532. data.phiStart,
  24533. data.phiLength
  24534. );
  24535. break;
  24536. case 'PolyhedronGeometry':
  24537. case 'PolyhedronBufferGeometry':
  24538. geometry = new Geometries[ data.type ](
  24539. data.vertices,
  24540. data.indices,
  24541. data.radius,
  24542. data.details
  24543. );
  24544. break;
  24545. case 'ShapeGeometry':
  24546. case 'ShapeBufferGeometry':
  24547. geometryShapes = [];
  24548. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24549. var shape = shapes[ data.shapes[ j ] ];
  24550. geometryShapes.push( shape );
  24551. }
  24552. geometry = new Geometries[ data.type ](
  24553. geometryShapes,
  24554. data.curveSegments
  24555. );
  24556. break;
  24557. case 'ExtrudeGeometry':
  24558. case 'ExtrudeBufferGeometry':
  24559. geometryShapes = [];
  24560. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24561. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24562. geometryShapes.push( shape$1 );
  24563. }
  24564. var extrudePath = data.options.extrudePath;
  24565. if ( extrudePath !== undefined ) {
  24566. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24567. }
  24568. geometry = new Geometries[ data.type ](
  24569. geometryShapes,
  24570. data.options
  24571. );
  24572. break;
  24573. case 'BufferGeometry':
  24574. case 'InstancedBufferGeometry':
  24575. geometry = bufferGeometryLoader.parse( data );
  24576. break;
  24577. case 'Geometry':
  24578. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24579. break;
  24580. default:
  24581. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24582. continue;
  24583. }
  24584. geometry.uuid = data.uuid;
  24585. if ( data.name !== undefined ) { geometry.name = data.name; }
  24586. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24587. geometries[ data.uuid ] = geometry;
  24588. }
  24589. }
  24590. return geometries;
  24591. },
  24592. parseMaterials: function ( json, textures ) {
  24593. var cache = {}; // MultiMaterial
  24594. var materials = {};
  24595. if ( json !== undefined ) {
  24596. var loader = new MaterialLoader();
  24597. loader.setTextures( textures );
  24598. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24599. var data = json[ i ];
  24600. if ( data.type === 'MultiMaterial' ) {
  24601. // Deprecated
  24602. var array = [];
  24603. for ( var j = 0; j < data.materials.length; j ++ ) {
  24604. var material = data.materials[ j ];
  24605. if ( cache[ material.uuid ] === undefined ) {
  24606. cache[ material.uuid ] = loader.parse( material );
  24607. }
  24608. array.push( cache[ material.uuid ] );
  24609. }
  24610. materials[ data.uuid ] = array;
  24611. } else {
  24612. if ( cache[ data.uuid ] === undefined ) {
  24613. cache[ data.uuid ] = loader.parse( data );
  24614. }
  24615. materials[ data.uuid ] = cache[ data.uuid ];
  24616. }
  24617. }
  24618. }
  24619. return materials;
  24620. },
  24621. parseAnimations: function ( json ) {
  24622. var animations = [];
  24623. for ( var i = 0; i < json.length; i ++ ) {
  24624. var data = json[ i ];
  24625. var clip = AnimationClip.parse( data );
  24626. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24627. animations.push( clip );
  24628. }
  24629. return animations;
  24630. },
  24631. parseImages: function ( json, onLoad ) {
  24632. var scope = this;
  24633. var images = {};
  24634. var loader;
  24635. function loadImage( url ) {
  24636. scope.manager.itemStart( url );
  24637. return loader.load( url, function () {
  24638. scope.manager.itemEnd( url );
  24639. }, undefined, function () {
  24640. scope.manager.itemError( url );
  24641. scope.manager.itemEnd( url );
  24642. } );
  24643. }
  24644. if ( json !== undefined && json.length > 0 ) {
  24645. var manager = new LoadingManager( onLoad );
  24646. loader = new ImageLoader( manager );
  24647. loader.setCrossOrigin( this.crossOrigin );
  24648. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24649. var image = json[ i ];
  24650. var url = image.url;
  24651. if ( Array.isArray( url ) ) {
  24652. // load array of images e.g CubeTexture
  24653. images[ image.uuid ] = [];
  24654. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24655. var currentUrl = url[ j ];
  24656. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24657. images[ image.uuid ].push( loadImage( path ) );
  24658. }
  24659. } else {
  24660. // load single image
  24661. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24662. images[ image.uuid ] = loadImage( path$1 );
  24663. }
  24664. }
  24665. }
  24666. return images;
  24667. },
  24668. parseTextures: function ( json, images ) {
  24669. function parseConstant( value, type ) {
  24670. if ( typeof value === 'number' ) { return value; }
  24671. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24672. return type[ value ];
  24673. }
  24674. var textures = {};
  24675. if ( json !== undefined ) {
  24676. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24677. var data = json[ i ];
  24678. if ( data.image === undefined ) {
  24679. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24680. }
  24681. if ( images[ data.image ] === undefined ) {
  24682. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24683. }
  24684. var texture = (void 0);
  24685. if ( Array.isArray( images[ data.image ] ) ) {
  24686. texture = new CubeTexture( images[ data.image ] );
  24687. } else {
  24688. texture = new Texture( images[ data.image ] );
  24689. }
  24690. texture.needsUpdate = true;
  24691. texture.uuid = data.uuid;
  24692. if ( data.name !== undefined ) { texture.name = data.name; }
  24693. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24694. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24695. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24696. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24697. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24698. if ( data.wrap !== undefined ) {
  24699. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24700. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24701. }
  24702. if ( data.format !== undefined ) { texture.format = data.format; }
  24703. if ( data.type !== undefined ) { texture.type = data.type; }
  24704. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24705. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24706. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24707. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24708. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24709. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24710. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24711. textures[ data.uuid ] = texture;
  24712. }
  24713. }
  24714. return textures;
  24715. },
  24716. parseObject: function ( data, geometries, materials ) {
  24717. var object;
  24718. function getGeometry( name ) {
  24719. if ( geometries[ name ] === undefined ) {
  24720. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24721. }
  24722. return geometries[ name ];
  24723. }
  24724. function getMaterial( name ) {
  24725. if ( name === undefined ) { return undefined; }
  24726. if ( Array.isArray( name ) ) {
  24727. var array = [];
  24728. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24729. var uuid = name[ i ];
  24730. if ( materials[ uuid ] === undefined ) {
  24731. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24732. }
  24733. array.push( materials[ uuid ] );
  24734. }
  24735. return array;
  24736. }
  24737. if ( materials[ name ] === undefined ) {
  24738. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24739. }
  24740. return materials[ name ];
  24741. }
  24742. var geometry, material;
  24743. switch ( data.type ) {
  24744. case 'Scene':
  24745. object = new Scene();
  24746. if ( data.background !== undefined ) {
  24747. if ( Number.isInteger( data.background ) ) {
  24748. object.background = new Color( data.background );
  24749. }
  24750. }
  24751. if ( data.fog !== undefined ) {
  24752. if ( data.fog.type === 'Fog' ) {
  24753. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24754. } else if ( data.fog.type === 'FogExp2' ) {
  24755. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24756. }
  24757. }
  24758. break;
  24759. case 'PerspectiveCamera':
  24760. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24761. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24762. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24763. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24764. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24765. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24766. break;
  24767. case 'OrthographicCamera':
  24768. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24769. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24770. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24771. break;
  24772. case 'AmbientLight':
  24773. object = new AmbientLight( data.color, data.intensity );
  24774. break;
  24775. case 'DirectionalLight':
  24776. object = new DirectionalLight( data.color, data.intensity );
  24777. break;
  24778. case 'PointLight':
  24779. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24780. break;
  24781. case 'RectAreaLight':
  24782. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24783. break;
  24784. case 'SpotLight':
  24785. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24786. break;
  24787. case 'HemisphereLight':
  24788. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24789. break;
  24790. case 'LightProbe':
  24791. object = new LightProbe().fromJSON( data );
  24792. break;
  24793. case 'SkinnedMesh':
  24794. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24795. case 'Mesh':
  24796. geometry = getGeometry( data.geometry );
  24797. material = getMaterial( data.material );
  24798. object = new Mesh( geometry, material );
  24799. break;
  24800. case 'InstancedMesh':
  24801. geometry = getGeometry( data.geometry );
  24802. material = getMaterial( data.material );
  24803. var count = data.count;
  24804. var instanceMatrix = data.instanceMatrix;
  24805. object = new InstancedMesh( geometry, material, count );
  24806. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24807. break;
  24808. case 'LOD':
  24809. object = new LOD();
  24810. break;
  24811. case 'Line':
  24812. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24813. break;
  24814. case 'LineLoop':
  24815. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24816. break;
  24817. case 'LineSegments':
  24818. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24819. break;
  24820. case 'PointCloud':
  24821. case 'Points':
  24822. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24823. break;
  24824. case 'Sprite':
  24825. object = new Sprite( getMaterial( data.material ) );
  24826. break;
  24827. case 'Group':
  24828. object = new Group();
  24829. break;
  24830. default:
  24831. object = new Object3D();
  24832. }
  24833. object.uuid = data.uuid;
  24834. if ( data.name !== undefined ) { object.name = data.name; }
  24835. if ( data.matrix !== undefined ) {
  24836. object.matrix.fromArray( data.matrix );
  24837. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24838. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24839. } else {
  24840. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24841. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24842. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24843. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24844. }
  24845. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24846. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24847. if ( data.shadow ) {
  24848. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24849. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24850. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24851. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24852. }
  24853. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24854. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24855. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24856. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24857. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24858. if ( data.children !== undefined ) {
  24859. var children = data.children;
  24860. for ( var i = 0; i < children.length; i ++ ) {
  24861. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24862. }
  24863. }
  24864. if ( data.type === 'LOD' ) {
  24865. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24866. var levels = data.levels;
  24867. for ( var l = 0; l < levels.length; l ++ ) {
  24868. var level = levels[ l ];
  24869. var child = object.getObjectByProperty( 'uuid', level.object );
  24870. if ( child !== undefined ) {
  24871. object.addLevel( child, level.distance );
  24872. }
  24873. }
  24874. }
  24875. return object;
  24876. }
  24877. } );
  24878. var TEXTURE_MAPPING = {
  24879. UVMapping: UVMapping,
  24880. CubeReflectionMapping: CubeReflectionMapping,
  24881. CubeRefractionMapping: CubeRefractionMapping,
  24882. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24883. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24884. SphericalReflectionMapping: SphericalReflectionMapping,
  24885. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24886. CubeUVRefractionMapping: CubeUVRefractionMapping
  24887. };
  24888. var TEXTURE_WRAPPING = {
  24889. RepeatWrapping: RepeatWrapping,
  24890. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24891. MirroredRepeatWrapping: MirroredRepeatWrapping
  24892. };
  24893. var TEXTURE_FILTER = {
  24894. NearestFilter: NearestFilter,
  24895. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24896. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24897. LinearFilter: LinearFilter,
  24898. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24899. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24900. };
  24901. /**
  24902. * @author thespite / http://clicktorelease.com/
  24903. */
  24904. function ImageBitmapLoader( manager ) {
  24905. if ( typeof createImageBitmap === 'undefined' ) {
  24906. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24907. }
  24908. if ( typeof fetch === 'undefined' ) {
  24909. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24910. }
  24911. Loader.call( this, manager );
  24912. this.options = undefined;
  24913. }
  24914. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24915. constructor: ImageBitmapLoader,
  24916. setOptions: function setOptions( options ) {
  24917. this.options = options;
  24918. return this;
  24919. },
  24920. load: function ( url, onLoad, onProgress, onError ) {
  24921. if ( url === undefined ) { url = ''; }
  24922. if ( this.path !== undefined ) { url = this.path + url; }
  24923. url = this.manager.resolveURL( url );
  24924. var scope = this;
  24925. var cached = Cache.get( url );
  24926. if ( cached !== undefined ) {
  24927. scope.manager.itemStart( url );
  24928. setTimeout( function () {
  24929. if ( onLoad ) { onLoad( cached ); }
  24930. scope.manager.itemEnd( url );
  24931. }, 0 );
  24932. return cached;
  24933. }
  24934. fetch( url ).then( function ( res ) {
  24935. return res.blob();
  24936. } ).then( function ( blob ) {
  24937. if ( scope.options === undefined ) {
  24938. // Workaround for FireFox. It causes an error if you pass options.
  24939. return createImageBitmap( blob );
  24940. } else {
  24941. return createImageBitmap( blob, scope.options );
  24942. }
  24943. } ).then( function ( imageBitmap ) {
  24944. Cache.add( url, imageBitmap );
  24945. if ( onLoad ) { onLoad( imageBitmap ); }
  24946. scope.manager.itemEnd( url );
  24947. } ).catch( function ( e ) {
  24948. if ( onError ) { onError( e ); }
  24949. scope.manager.itemError( url );
  24950. scope.manager.itemEnd( url );
  24951. } );
  24952. scope.manager.itemStart( url );
  24953. }
  24954. } );
  24955. /**
  24956. * @author zz85 / http://www.lab4games.net/zz85/blog
  24957. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24958. **/
  24959. function ShapePath() {
  24960. this.type = 'ShapePath';
  24961. this.color = new Color();
  24962. this.subPaths = [];
  24963. this.currentPath = null;
  24964. }
  24965. Object.assign( ShapePath.prototype, {
  24966. moveTo: function ( x, y ) {
  24967. this.currentPath = new Path();
  24968. this.subPaths.push( this.currentPath );
  24969. this.currentPath.moveTo( x, y );
  24970. return this;
  24971. },
  24972. lineTo: function ( x, y ) {
  24973. this.currentPath.lineTo( x, y );
  24974. return this;
  24975. },
  24976. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24977. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24978. return this;
  24979. },
  24980. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24981. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24982. return this;
  24983. },
  24984. splineThru: function ( pts ) {
  24985. this.currentPath.splineThru( pts );
  24986. return this;
  24987. },
  24988. toShapes: function ( isCCW, noHoles ) {
  24989. function toShapesNoHoles( inSubpaths ) {
  24990. var shapes = [];
  24991. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24992. var tmpPath = inSubpaths[ i ];
  24993. var tmpShape = new Shape();
  24994. tmpShape.curves = tmpPath.curves;
  24995. shapes.push( tmpShape );
  24996. }
  24997. return shapes;
  24998. }
  24999. function isPointInsidePolygon( inPt, inPolygon ) {
  25000. var polyLen = inPolygon.length;
  25001. // inPt on polygon contour => immediate success or
  25002. // toggling of inside/outside at every single! intersection point of an edge
  25003. // with the horizontal line through inPt, left of inPt
  25004. // not counting lowerY endpoints of edges and whole edges on that line
  25005. var inside = false;
  25006. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25007. var edgeLowPt = inPolygon[ p ];
  25008. var edgeHighPt = inPolygon[ q ];
  25009. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25010. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25011. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25012. // not parallel
  25013. if ( edgeDy < 0 ) {
  25014. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25015. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25016. }
  25017. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25018. if ( inPt.y === edgeLowPt.y ) {
  25019. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25020. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25021. } else {
  25022. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25023. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25024. if ( perpEdge < 0 ) { continue; }
  25025. inside = ! inside; // true intersection left of inPt
  25026. }
  25027. } else {
  25028. // parallel or collinear
  25029. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25030. // edge lies on the same horizontal line as inPt
  25031. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25032. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25033. // continue;
  25034. }
  25035. }
  25036. return inside;
  25037. }
  25038. var isClockWise = ShapeUtils.isClockWise;
  25039. var subPaths = this.subPaths;
  25040. if ( subPaths.length === 0 ) { return []; }
  25041. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25042. var solid, tmpPath, tmpShape, shapes = [];
  25043. if ( subPaths.length === 1 ) {
  25044. tmpPath = subPaths[ 0 ];
  25045. tmpShape = new Shape();
  25046. tmpShape.curves = tmpPath.curves;
  25047. shapes.push( tmpShape );
  25048. return shapes;
  25049. }
  25050. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25051. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25052. // console.log("Holes first", holesFirst);
  25053. var betterShapeHoles = [];
  25054. var newShapes = [];
  25055. var newShapeHoles = [];
  25056. var mainIdx = 0;
  25057. var tmpPoints;
  25058. newShapes[ mainIdx ] = undefined;
  25059. newShapeHoles[ mainIdx ] = [];
  25060. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25061. tmpPath = subPaths[ i ];
  25062. tmpPoints = tmpPath.getPoints();
  25063. solid = isClockWise( tmpPoints );
  25064. solid = isCCW ? ! solid : solid;
  25065. if ( solid ) {
  25066. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25067. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25068. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25069. if ( holesFirst ) { mainIdx ++; }
  25070. newShapeHoles[ mainIdx ] = [];
  25071. //console.log('cw', i);
  25072. } else {
  25073. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25074. //console.log('ccw', i);
  25075. }
  25076. }
  25077. // only Holes? -> probably all Shapes with wrong orientation
  25078. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25079. if ( newShapes.length > 1 ) {
  25080. var ambiguous = false;
  25081. var toChange = [];
  25082. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25083. betterShapeHoles[ sIdx ] = [];
  25084. }
  25085. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25086. var sho = newShapeHoles[ sIdx$1 ];
  25087. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25088. var ho = sho[ hIdx ];
  25089. var hole_unassigned = true;
  25090. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25091. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25092. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25093. if ( hole_unassigned ) {
  25094. hole_unassigned = false;
  25095. betterShapeHoles[ s2Idx ].push( ho );
  25096. } else {
  25097. ambiguous = true;
  25098. }
  25099. }
  25100. }
  25101. if ( hole_unassigned ) {
  25102. betterShapeHoles[ sIdx$1 ].push( ho );
  25103. }
  25104. }
  25105. }
  25106. // console.log("ambiguous: ", ambiguous);
  25107. if ( toChange.length > 0 ) {
  25108. // console.log("to change: ", toChange);
  25109. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25110. }
  25111. }
  25112. var tmpHoles;
  25113. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25114. tmpShape = newShapes[ i$1 ].s;
  25115. shapes.push( tmpShape );
  25116. tmpHoles = newShapeHoles[ i$1 ];
  25117. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25118. tmpShape.holes.push( tmpHoles[ j ].h );
  25119. }
  25120. }
  25121. //console.log("shape", shapes);
  25122. return shapes;
  25123. }
  25124. } );
  25125. /**
  25126. * @author zz85 / http://www.lab4games.net/zz85/blog
  25127. * @author mrdoob / http://mrdoob.com/
  25128. */
  25129. function Font( data ) {
  25130. this.type = 'Font';
  25131. this.data = data;
  25132. }
  25133. Object.assign( Font.prototype, {
  25134. isFont: true,
  25135. generateShapes: function ( text, size ) {
  25136. if ( size === undefined ) { size = 100; }
  25137. var shapes = [];
  25138. var paths = createPaths( text, size, this.data );
  25139. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25140. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25141. }
  25142. return shapes;
  25143. }
  25144. } );
  25145. function createPaths( text, size, data ) {
  25146. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25147. var scale = size / data.resolution;
  25148. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25149. var paths = [];
  25150. var offsetX = 0, offsetY = 0;
  25151. for ( var i = 0; i < chars.length; i ++ ) {
  25152. var char = chars[ i ];
  25153. if ( char === '\n' ) {
  25154. offsetX = 0;
  25155. offsetY -= line_height;
  25156. } else {
  25157. var ret = createPath( char, scale, offsetX, offsetY, data );
  25158. offsetX += ret.offsetX;
  25159. paths.push( ret.path );
  25160. }
  25161. }
  25162. return paths;
  25163. }
  25164. function createPath( char, scale, offsetX, offsetY, data ) {
  25165. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25166. if ( ! glyph ) {
  25167. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25168. return;
  25169. }
  25170. var path = new ShapePath();
  25171. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25172. if ( glyph.o ) {
  25173. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25174. for ( var i = 0, l = outline.length; i < l; ) {
  25175. var action = outline[ i ++ ];
  25176. switch ( action ) {
  25177. case 'm': // moveTo
  25178. x = outline[ i ++ ] * scale + offsetX;
  25179. y = outline[ i ++ ] * scale + offsetY;
  25180. path.moveTo( x, y );
  25181. break;
  25182. case 'l': // lineTo
  25183. x = outline[ i ++ ] * scale + offsetX;
  25184. y = outline[ i ++ ] * scale + offsetY;
  25185. path.lineTo( x, y );
  25186. break;
  25187. case 'q': // quadraticCurveTo
  25188. cpx = outline[ i ++ ] * scale + offsetX;
  25189. cpy = outline[ i ++ ] * scale + offsetY;
  25190. cpx1 = outline[ i ++ ] * scale + offsetX;
  25191. cpy1 = outline[ i ++ ] * scale + offsetY;
  25192. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25193. break;
  25194. case 'b': // bezierCurveTo
  25195. cpx = outline[ i ++ ] * scale + offsetX;
  25196. cpy = outline[ i ++ ] * scale + offsetY;
  25197. cpx1 = outline[ i ++ ] * scale + offsetX;
  25198. cpy1 = outline[ i ++ ] * scale + offsetY;
  25199. cpx2 = outline[ i ++ ] * scale + offsetX;
  25200. cpy2 = outline[ i ++ ] * scale + offsetY;
  25201. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25202. break;
  25203. }
  25204. }
  25205. }
  25206. return { offsetX: glyph.ha * scale, path: path };
  25207. }
  25208. /**
  25209. * @author mrdoob / http://mrdoob.com/
  25210. */
  25211. function FontLoader( manager ) {
  25212. Loader.call( this, manager );
  25213. }
  25214. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25215. constructor: FontLoader,
  25216. load: function ( url, onLoad, onProgress, onError ) {
  25217. var scope = this;
  25218. var loader = new FileLoader( this.manager );
  25219. loader.setPath( this.path );
  25220. loader.load( url, function ( text ) {
  25221. var json;
  25222. try {
  25223. json = JSON.parse( text );
  25224. } catch ( e ) {
  25225. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25226. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25227. }
  25228. var font = scope.parse( json );
  25229. if ( onLoad ) { onLoad( font ); }
  25230. }, onProgress, onError );
  25231. },
  25232. parse: function ( json ) {
  25233. return new Font( json );
  25234. }
  25235. } );
  25236. /**
  25237. * @author mrdoob / http://mrdoob.com/
  25238. */
  25239. var _context;
  25240. var AudioContext = {
  25241. getContext: function () {
  25242. if ( _context === undefined ) {
  25243. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25244. }
  25245. return _context;
  25246. },
  25247. setContext: function ( value ) {
  25248. _context = value;
  25249. }
  25250. };
  25251. /**
  25252. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25253. */
  25254. function AudioLoader( manager ) {
  25255. Loader.call( this, manager );
  25256. }
  25257. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25258. constructor: AudioLoader,
  25259. load: function ( url, onLoad, onProgress, onError ) {
  25260. var scope = this;
  25261. var loader = new FileLoader( scope.manager );
  25262. loader.setResponseType( 'arraybuffer' );
  25263. loader.setPath( scope.path );
  25264. loader.load( url, function ( buffer ) {
  25265. try {
  25266. // Create a copy of the buffer. The `decodeAudioData` method
  25267. // detaches the buffer when complete, preventing reuse.
  25268. var bufferCopy = buffer.slice( 0 );
  25269. var context = AudioContext.getContext();
  25270. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25271. onLoad( audioBuffer );
  25272. } );
  25273. } catch ( e ) {
  25274. if ( onError ) {
  25275. onError( e );
  25276. } else {
  25277. console.error( e );
  25278. }
  25279. scope.manager.itemError( url );
  25280. }
  25281. }, onProgress, onError );
  25282. }
  25283. } );
  25284. /**
  25285. * @author WestLangley / http://github.com/WestLangley
  25286. */
  25287. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25288. LightProbe.call( this, undefined, intensity );
  25289. var color1 = new Color().set( skyColor );
  25290. var color2 = new Color().set( groundColor );
  25291. var sky = new Vector3( color1.r, color1.g, color1.b );
  25292. var ground = new Vector3( color2.r, color2.g, color2.b );
  25293. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25294. var c0 = Math.sqrt( Math.PI );
  25295. var c1 = c0 * Math.sqrt( 0.75 );
  25296. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25297. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25298. }
  25299. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25300. constructor: HemisphereLightProbe,
  25301. isHemisphereLightProbe: true,
  25302. copy: function ( source ) { // modifying colors not currently supported
  25303. LightProbe.prototype.copy.call( this, source );
  25304. return this;
  25305. },
  25306. toJSON: function ( meta ) {
  25307. var data = LightProbe.prototype.toJSON.call( this, meta );
  25308. // data.sh = this.sh.toArray(); // todo
  25309. return data;
  25310. }
  25311. } );
  25312. /**
  25313. * @author WestLangley / http://github.com/WestLangley
  25314. */
  25315. function AmbientLightProbe( color, intensity ) {
  25316. LightProbe.call( this, undefined, intensity );
  25317. var color1 = new Color().set( color );
  25318. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25319. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25320. }
  25321. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25322. constructor: AmbientLightProbe,
  25323. isAmbientLightProbe: true,
  25324. copy: function ( source ) { // modifying color not currently supported
  25325. LightProbe.prototype.copy.call( this, source );
  25326. return this;
  25327. },
  25328. toJSON: function ( meta ) {
  25329. var data = LightProbe.prototype.toJSON.call( this, meta );
  25330. // data.sh = this.sh.toArray(); // todo
  25331. return data;
  25332. }
  25333. } );
  25334. var _eyeRight = new Matrix4();
  25335. var _eyeLeft = new Matrix4();
  25336. /**
  25337. * @author mrdoob / http://mrdoob.com/
  25338. */
  25339. function StereoCamera() {
  25340. this.type = 'StereoCamera';
  25341. this.aspect = 1;
  25342. this.eyeSep = 0.064;
  25343. this.cameraL = new PerspectiveCamera();
  25344. this.cameraL.layers.enable( 1 );
  25345. this.cameraL.matrixAutoUpdate = false;
  25346. this.cameraR = new PerspectiveCamera();
  25347. this.cameraR.layers.enable( 2 );
  25348. this.cameraR.matrixAutoUpdate = false;
  25349. this._cache = {
  25350. focus: null,
  25351. fov: null,
  25352. aspect: null,
  25353. near: null,
  25354. far: null,
  25355. zoom: null,
  25356. eyeSep: null
  25357. };
  25358. }
  25359. Object.assign( StereoCamera.prototype, {
  25360. update: function ( camera ) {
  25361. var cache = this._cache;
  25362. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25363. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25364. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25365. if ( needsUpdate ) {
  25366. cache.focus = camera.focus;
  25367. cache.fov = camera.fov;
  25368. cache.aspect = camera.aspect * this.aspect;
  25369. cache.near = camera.near;
  25370. cache.far = camera.far;
  25371. cache.zoom = camera.zoom;
  25372. cache.eyeSep = this.eyeSep;
  25373. // Off-axis stereoscopic effect based on
  25374. // http://paulbourke.net/stereographics/stereorender/
  25375. var projectionMatrix = camera.projectionMatrix.clone();
  25376. var eyeSepHalf = cache.eyeSep / 2;
  25377. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25378. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25379. var xmin, xmax;
  25380. // translate xOffset
  25381. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25382. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25383. // for left eye
  25384. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25385. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25386. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25387. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25388. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25389. // for right eye
  25390. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25391. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25392. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25393. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25394. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25395. }
  25396. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25397. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25398. }
  25399. } );
  25400. /**
  25401. * @author alteredq / http://alteredqualia.com/
  25402. */
  25403. function Clock( autoStart ) {
  25404. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25405. this.startTime = 0;
  25406. this.oldTime = 0;
  25407. this.elapsedTime = 0;
  25408. this.running = false;
  25409. }
  25410. Object.assign( Clock.prototype, {
  25411. start: function () {
  25412. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25413. this.oldTime = this.startTime;
  25414. this.elapsedTime = 0;
  25415. this.running = true;
  25416. },
  25417. stop: function () {
  25418. this.getElapsedTime();
  25419. this.running = false;
  25420. this.autoStart = false;
  25421. },
  25422. getElapsedTime: function () {
  25423. this.getDelta();
  25424. return this.elapsedTime;
  25425. },
  25426. getDelta: function () {
  25427. var diff = 0;
  25428. if ( this.autoStart && ! this.running ) {
  25429. this.start();
  25430. return 0;
  25431. }
  25432. if ( this.running ) {
  25433. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25434. diff = ( newTime - this.oldTime ) / 1000;
  25435. this.oldTime = newTime;
  25436. this.elapsedTime += diff;
  25437. }
  25438. return diff;
  25439. }
  25440. } );
  25441. /**
  25442. * @author mrdoob / http://mrdoob.com/
  25443. */
  25444. var _position$2 = new Vector3();
  25445. var _quaternion$3 = new Quaternion();
  25446. var _scale$1 = new Vector3();
  25447. var _orientation = new Vector3();
  25448. function AudioListener() {
  25449. Object3D.call( this );
  25450. this.type = 'AudioListener';
  25451. this.context = AudioContext.getContext();
  25452. this.gain = this.context.createGain();
  25453. this.gain.connect( this.context.destination );
  25454. this.filter = null;
  25455. this.timeDelta = 0;
  25456. // private
  25457. this._clock = new Clock();
  25458. }
  25459. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25460. constructor: AudioListener,
  25461. getInput: function () {
  25462. return this.gain;
  25463. },
  25464. removeFilter: function ( ) {
  25465. if ( this.filter !== null ) {
  25466. this.gain.disconnect( this.filter );
  25467. this.filter.disconnect( this.context.destination );
  25468. this.gain.connect( this.context.destination );
  25469. this.filter = null;
  25470. }
  25471. return this;
  25472. },
  25473. getFilter: function () {
  25474. return this.filter;
  25475. },
  25476. setFilter: function ( value ) {
  25477. if ( this.filter !== null ) {
  25478. this.gain.disconnect( this.filter );
  25479. this.filter.disconnect( this.context.destination );
  25480. } else {
  25481. this.gain.disconnect( this.context.destination );
  25482. }
  25483. this.filter = value;
  25484. this.gain.connect( this.filter );
  25485. this.filter.connect( this.context.destination );
  25486. return this;
  25487. },
  25488. getMasterVolume: function () {
  25489. return this.gain.gain.value;
  25490. },
  25491. setMasterVolume: function ( value ) {
  25492. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25493. return this;
  25494. },
  25495. updateMatrixWorld: function ( force ) {
  25496. Object3D.prototype.updateMatrixWorld.call( this, force );
  25497. var listener = this.context.listener;
  25498. var up = this.up;
  25499. this.timeDelta = this._clock.getDelta();
  25500. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25501. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25502. if ( listener.positionX ) {
  25503. // code path for Chrome (see #14393)
  25504. var endTime = this.context.currentTime + this.timeDelta;
  25505. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25506. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25507. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25508. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25509. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25510. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25511. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25512. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25513. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25514. } else {
  25515. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25516. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25517. }
  25518. }
  25519. } );
  25520. /**
  25521. * @author mrdoob / http://mrdoob.com/
  25522. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25523. */
  25524. function Audio( listener ) {
  25525. Object3D.call( this );
  25526. this.type = 'Audio';
  25527. this.listener = listener;
  25528. this.context = listener.context;
  25529. this.gain = this.context.createGain();
  25530. this.gain.connect( listener.getInput() );
  25531. this.autoplay = false;
  25532. this.buffer = null;
  25533. this.detune = 0;
  25534. this.loop = false;
  25535. this.loopStart = 0;
  25536. this.loopEnd = 0;
  25537. this.offset = 0;
  25538. this.duration = undefined;
  25539. this.playbackRate = 1;
  25540. this.isPlaying = false;
  25541. this.hasPlaybackControl = true;
  25542. this.sourceType = 'empty';
  25543. this._startedAt = 0;
  25544. this._progress = 0;
  25545. this.filters = [];
  25546. }
  25547. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25548. constructor: Audio,
  25549. getOutput: function () {
  25550. return this.gain;
  25551. },
  25552. setNodeSource: function ( audioNode ) {
  25553. this.hasPlaybackControl = false;
  25554. this.sourceType = 'audioNode';
  25555. this.source = audioNode;
  25556. this.connect();
  25557. return this;
  25558. },
  25559. setMediaElementSource: function ( mediaElement ) {
  25560. this.hasPlaybackControl = false;
  25561. this.sourceType = 'mediaNode';
  25562. this.source = this.context.createMediaElementSource( mediaElement );
  25563. this.connect();
  25564. return this;
  25565. },
  25566. setMediaStreamSource: function ( mediaStream ) {
  25567. this.hasPlaybackControl = false;
  25568. this.sourceType = 'mediaStreamNode';
  25569. this.source = this.context.createMediaStreamSource( mediaStream );
  25570. this.connect();
  25571. return this;
  25572. },
  25573. setBuffer: function ( audioBuffer ) {
  25574. this.buffer = audioBuffer;
  25575. this.sourceType = 'buffer';
  25576. if ( this.autoplay ) { this.play(); }
  25577. return this;
  25578. },
  25579. play: function ( delay ) {
  25580. if ( delay === undefined ) { delay = 0; }
  25581. if ( this.isPlaying === true ) {
  25582. console.warn( 'THREE.Audio: Audio is already playing.' );
  25583. return;
  25584. }
  25585. if ( this.hasPlaybackControl === false ) {
  25586. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25587. return;
  25588. }
  25589. this._startedAt = this.context.currentTime + delay;
  25590. var source = this.context.createBufferSource();
  25591. source.buffer = this.buffer;
  25592. source.loop = this.loop;
  25593. source.loopStart = this.loopStart;
  25594. source.loopEnd = this.loopEnd;
  25595. source.onended = this.onEnded.bind( this );
  25596. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25597. this.isPlaying = true;
  25598. this.source = source;
  25599. this.setDetune( this.detune );
  25600. this.setPlaybackRate( this.playbackRate );
  25601. return this.connect();
  25602. },
  25603. pause: function () {
  25604. if ( this.hasPlaybackControl === false ) {
  25605. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25606. return;
  25607. }
  25608. if ( this.isPlaying === true ) {
  25609. // update current progress
  25610. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25611. if ( this.loop === true ) {
  25612. // ensure _progress does not exceed duration with looped audios
  25613. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25614. }
  25615. this.source.stop();
  25616. this.source.onended = null;
  25617. this.isPlaying = false;
  25618. }
  25619. return this;
  25620. },
  25621. stop: function () {
  25622. if ( this.hasPlaybackControl === false ) {
  25623. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25624. return;
  25625. }
  25626. this._progress = 0;
  25627. this.source.stop();
  25628. this.source.onended = null;
  25629. this.isPlaying = false;
  25630. return this;
  25631. },
  25632. connect: function () {
  25633. if ( this.filters.length > 0 ) {
  25634. this.source.connect( this.filters[ 0 ] );
  25635. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25636. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25637. }
  25638. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25639. } else {
  25640. this.source.connect( this.getOutput() );
  25641. }
  25642. return this;
  25643. },
  25644. disconnect: function () {
  25645. if ( this.filters.length > 0 ) {
  25646. this.source.disconnect( this.filters[ 0 ] );
  25647. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25648. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25649. }
  25650. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25651. } else {
  25652. this.source.disconnect( this.getOutput() );
  25653. }
  25654. return this;
  25655. },
  25656. getFilters: function () {
  25657. return this.filters;
  25658. },
  25659. setFilters: function ( value ) {
  25660. if ( ! value ) { value = []; }
  25661. if ( this.isPlaying === true ) {
  25662. this.disconnect();
  25663. this.filters = value;
  25664. this.connect();
  25665. } else {
  25666. this.filters = value;
  25667. }
  25668. return this;
  25669. },
  25670. setDetune: function ( value ) {
  25671. this.detune = value;
  25672. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25673. if ( this.isPlaying === true ) {
  25674. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25675. }
  25676. return this;
  25677. },
  25678. getDetune: function () {
  25679. return this.detune;
  25680. },
  25681. getFilter: function () {
  25682. return this.getFilters()[ 0 ];
  25683. },
  25684. setFilter: function ( filter ) {
  25685. return this.setFilters( filter ? [ filter ] : [] );
  25686. },
  25687. setPlaybackRate: function ( value ) {
  25688. if ( this.hasPlaybackControl === false ) {
  25689. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25690. return;
  25691. }
  25692. this.playbackRate = value;
  25693. if ( this.isPlaying === true ) {
  25694. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25695. }
  25696. return this;
  25697. },
  25698. getPlaybackRate: function () {
  25699. return this.playbackRate;
  25700. },
  25701. onEnded: function () {
  25702. this.isPlaying = false;
  25703. },
  25704. getLoop: function () {
  25705. if ( this.hasPlaybackControl === false ) {
  25706. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25707. return false;
  25708. }
  25709. return this.loop;
  25710. },
  25711. setLoop: function ( value ) {
  25712. if ( this.hasPlaybackControl === false ) {
  25713. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25714. return;
  25715. }
  25716. this.loop = value;
  25717. if ( this.isPlaying === true ) {
  25718. this.source.loop = this.loop;
  25719. }
  25720. return this;
  25721. },
  25722. setLoopStart: function ( value ) {
  25723. this.loopStart = value;
  25724. return this;
  25725. },
  25726. setLoopEnd: function ( value ) {
  25727. this.loopEnd = value;
  25728. return this;
  25729. },
  25730. getVolume: function () {
  25731. return this.gain.gain.value;
  25732. },
  25733. setVolume: function ( value ) {
  25734. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25735. return this;
  25736. }
  25737. } );
  25738. /**
  25739. * @author mrdoob / http://mrdoob.com/
  25740. */
  25741. var _position$3 = new Vector3();
  25742. var _quaternion$4 = new Quaternion();
  25743. var _scale$2 = new Vector3();
  25744. var _orientation$1 = new Vector3();
  25745. function PositionalAudio( listener ) {
  25746. Audio.call( this, listener );
  25747. this.panner = this.context.createPanner();
  25748. this.panner.panningModel = 'HRTF';
  25749. this.panner.connect( this.gain );
  25750. }
  25751. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25752. constructor: PositionalAudio,
  25753. getOutput: function () {
  25754. return this.panner;
  25755. },
  25756. getRefDistance: function () {
  25757. return this.panner.refDistance;
  25758. },
  25759. setRefDistance: function ( value ) {
  25760. this.panner.refDistance = value;
  25761. return this;
  25762. },
  25763. getRolloffFactor: function () {
  25764. return this.panner.rolloffFactor;
  25765. },
  25766. setRolloffFactor: function ( value ) {
  25767. this.panner.rolloffFactor = value;
  25768. return this;
  25769. },
  25770. getDistanceModel: function () {
  25771. return this.panner.distanceModel;
  25772. },
  25773. setDistanceModel: function ( value ) {
  25774. this.panner.distanceModel = value;
  25775. return this;
  25776. },
  25777. getMaxDistance: function () {
  25778. return this.panner.maxDistance;
  25779. },
  25780. setMaxDistance: function ( value ) {
  25781. this.panner.maxDistance = value;
  25782. return this;
  25783. },
  25784. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25785. this.panner.coneInnerAngle = coneInnerAngle;
  25786. this.panner.coneOuterAngle = coneOuterAngle;
  25787. this.panner.coneOuterGain = coneOuterGain;
  25788. return this;
  25789. },
  25790. updateMatrixWorld: function ( force ) {
  25791. Object3D.prototype.updateMatrixWorld.call( this, force );
  25792. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25793. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25794. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25795. var panner = this.panner;
  25796. if ( panner.positionX ) {
  25797. // code path for Chrome and Firefox (see #14393)
  25798. var endTime = this.context.currentTime + this.listener.timeDelta;
  25799. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25800. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25801. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25802. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25803. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25804. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25805. } else {
  25806. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25807. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25808. }
  25809. }
  25810. } );
  25811. /**
  25812. * @author mrdoob / http://mrdoob.com/
  25813. */
  25814. function AudioAnalyser( audio, fftSize ) {
  25815. this.analyser = audio.context.createAnalyser();
  25816. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25817. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25818. audio.getOutput().connect( this.analyser );
  25819. }
  25820. Object.assign( AudioAnalyser.prototype, {
  25821. getFrequencyData: function () {
  25822. this.analyser.getByteFrequencyData( this.data );
  25823. return this.data;
  25824. },
  25825. getAverageFrequency: function () {
  25826. var value = 0;
  25827. var data = this.getFrequencyData();
  25828. for ( var i = 0; i < data.length; i ++ ) {
  25829. value += data[ i ];
  25830. }
  25831. return value / data.length;
  25832. }
  25833. } );
  25834. /**
  25835. *
  25836. * Buffered scene graph property that allows weighted accumulation.
  25837. *
  25838. *
  25839. * @author Ben Houston / http://clara.io/
  25840. * @author David Sarno / http://lighthaus.us/
  25841. * @author tschw
  25842. */
  25843. function PropertyMixer( binding, typeName, valueSize ) {
  25844. this.binding = binding;
  25845. this.valueSize = valueSize;
  25846. var mixFunction,
  25847. mixFunctionAdditive,
  25848. setIdentity;
  25849. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25850. //
  25851. // interpolators can use .buffer as their .result
  25852. // the data then goes to 'incoming'
  25853. //
  25854. // 'accu0' and 'accu1' are used frame-interleaved for
  25855. // the cumulative result and are compared to detect
  25856. // changes
  25857. //
  25858. // 'orig' stores the original state of the property
  25859. //
  25860. // 'add' is used for additive cumulative results
  25861. //
  25862. // 'work' is optional and is only present for quaternion types. It is used
  25863. // to store intermediate quaternion multiplication results
  25864. switch ( typeName ) {
  25865. case 'quaternion':
  25866. mixFunction = this._slerp;
  25867. mixFunctionAdditive = this._slerpAdditive;
  25868. setIdentity = this._setAdditiveIdentityQuaternion;
  25869. this.buffer = new Float64Array( valueSize * 6 );
  25870. this._workIndex = 5;
  25871. break;
  25872. case 'string':
  25873. case 'bool':
  25874. mixFunction = this._select;
  25875. // Use the regular mix function and for additive on these types,
  25876. // additive is not relevant for non-numeric types
  25877. mixFunctionAdditive = this._select;
  25878. setIdentity = this._setAdditiveIdentityOther;
  25879. this.buffer = new Array( valueSize * 5 );
  25880. break;
  25881. default:
  25882. mixFunction = this._lerp;
  25883. mixFunctionAdditive = this._lerpAdditive;
  25884. setIdentity = this._setAdditiveIdentityNumeric;
  25885. this.buffer = new Float64Array( valueSize * 5 );
  25886. }
  25887. this._mixBufferRegion = mixFunction;
  25888. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25889. this._setIdentity = setIdentity;
  25890. this._origIndex = 3;
  25891. this._addIndex = 4;
  25892. this.cumulativeWeight = 0;
  25893. this.cumulativeWeightAdditive = 0;
  25894. this.useCount = 0;
  25895. this.referenceCount = 0;
  25896. }
  25897. Object.assign( PropertyMixer.prototype, {
  25898. // accumulate data in the 'incoming' region into 'accu<i>'
  25899. accumulate: function ( accuIndex, weight ) {
  25900. // note: happily accumulating nothing when weight = 0, the caller knows
  25901. // the weight and shouldn't have made the call in the first place
  25902. var buffer = this.buffer,
  25903. stride = this.valueSize,
  25904. offset = accuIndex * stride + stride;
  25905. var currentWeight = this.cumulativeWeight;
  25906. if ( currentWeight === 0 ) {
  25907. // accuN := incoming * weight
  25908. for ( var i = 0; i !== stride; ++ i ) {
  25909. buffer[ offset + i ] = buffer[ i ];
  25910. }
  25911. currentWeight = weight;
  25912. } else {
  25913. // accuN := accuN + incoming * weight
  25914. currentWeight += weight;
  25915. var mix = weight / currentWeight;
  25916. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25917. }
  25918. this.cumulativeWeight = currentWeight;
  25919. },
  25920. // accumulate data in the 'incoming' region into 'add'
  25921. accumulateAdditive: function ( weight ) {
  25922. var buffer = this.buffer,
  25923. stride = this.valueSize,
  25924. offset = stride * this._addIndex;
  25925. if ( this.cumulativeWeightAdditive === 0 ) {
  25926. // add = identity
  25927. this._setIdentity();
  25928. }
  25929. // add := add + incoming * weight
  25930. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  25931. this.cumulativeWeightAdditive += weight;
  25932. },
  25933. // apply the state of 'accu<i>' to the binding when accus differ
  25934. apply: function ( accuIndex ) {
  25935. var stride = this.valueSize,
  25936. buffer = this.buffer,
  25937. offset = accuIndex * stride + stride,
  25938. weight = this.cumulativeWeight,
  25939. weightAdditive = this.cumulativeWeightAdditive,
  25940. binding = this.binding;
  25941. this.cumulativeWeight = 0;
  25942. this.cumulativeWeightAdditive = 0;
  25943. if ( weight < 1 ) {
  25944. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25945. var originalValueOffset = stride * this._origIndex;
  25946. this._mixBufferRegion(
  25947. buffer, offset, originalValueOffset, 1 - weight, stride );
  25948. }
  25949. if ( weightAdditive > 0 ) {
  25950. // accuN := accuN + additive accuN
  25951. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  25952. }
  25953. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25954. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25955. // value has changed -> update scene graph
  25956. binding.setValue( buffer, offset );
  25957. break;
  25958. }
  25959. }
  25960. },
  25961. // remember the state of the bound property and copy it to both accus
  25962. saveOriginalState: function () {
  25963. var binding = this.binding;
  25964. var buffer = this.buffer,
  25965. stride = this.valueSize,
  25966. originalValueOffset = stride * this._origIndex;
  25967. binding.getValue( buffer, originalValueOffset );
  25968. // accu[0..1] := orig -- initially detect changes against the original
  25969. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25970. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25971. }
  25972. // Add to identity for additive
  25973. this._setIdentity();
  25974. this.cumulativeWeight = 0;
  25975. this.cumulativeWeightAdditive = 0;
  25976. },
  25977. // apply the state previously taken via 'saveOriginalState' to the binding
  25978. restoreOriginalState: function () {
  25979. var originalValueOffset = this.valueSize * 3;
  25980. this.binding.setValue( this.buffer, originalValueOffset );
  25981. },
  25982. _setAdditiveIdentityNumeric: function () {
  25983. var startIndex = this._addIndex * this.valueSize;
  25984. var endIndex = startIndex + this.valueSize;
  25985. for ( var i = startIndex; i < endIndex; i ++ ) {
  25986. this.buffer[ i ] = 0;
  25987. }
  25988. },
  25989. _setAdditiveIdentityQuaternion: function () {
  25990. this._setAdditiveIdentityNumeric();
  25991. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  25992. },
  25993. _setAdditiveIdentityOther: function () {
  25994. var startIndex = this._origIndex * this.valueSize;
  25995. var targetIndex = this._addIndex * this.valueSize;
  25996. for ( var i = 0; i < this.valueSize; i ++ ) {
  25997. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  25998. }
  25999. },
  26000. // mix functions
  26001. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26002. if ( t >= 0.5 ) {
  26003. for ( var i = 0; i !== stride; ++ i ) {
  26004. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26005. }
  26006. }
  26007. },
  26008. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26009. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26010. },
  26011. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26012. var workOffset = this._workIndex * stride;
  26013. // Store result in intermediate buffer offset
  26014. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26015. // Slerp to the intermediate result
  26016. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26017. },
  26018. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26019. var s = 1 - t;
  26020. for ( var i = 0; i !== stride; ++ i ) {
  26021. var j = dstOffset + i;
  26022. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26023. }
  26024. },
  26025. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26026. for ( var i = 0; i !== stride; ++ i ) {
  26027. var j = dstOffset + i;
  26028. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26029. }
  26030. }
  26031. } );
  26032. /**
  26033. *
  26034. * A reference to a real property in the scene graph.
  26035. *
  26036. *
  26037. * @author Ben Houston / http://clara.io/
  26038. * @author David Sarno / http://lighthaus.us/
  26039. * @author tschw
  26040. */
  26041. // Characters [].:/ are reserved for track binding syntax.
  26042. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26043. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26044. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26045. // only latin characters, and the unicode \p{L} is not yet supported. So
  26046. // instead, we exclude reserved characters and match everything else.
  26047. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26048. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26049. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26050. // be matched to parse the rest of the track name.
  26051. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26052. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26053. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26054. // Object on target node, and accessor. May not contain reserved
  26055. // characters. Accessor may contain any character except closing bracket.
  26056. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26057. // Property and accessor. May not contain reserved characters. Accessor may
  26058. // contain any non-bracket characters.
  26059. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26060. var _trackRe = new RegExp( ''
  26061. + '^'
  26062. + _directoryRe
  26063. + _nodeRe
  26064. + _objectRe
  26065. + _propertyRe
  26066. + '$'
  26067. );
  26068. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26069. function Composite( targetGroup, path, optionalParsedPath ) {
  26070. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26071. this._targetGroup = targetGroup;
  26072. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26073. }
  26074. Object.assign( Composite.prototype, {
  26075. getValue: function ( array, offset ) {
  26076. this.bind(); // bind all binding
  26077. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26078. binding = this._bindings[ firstValidIndex ];
  26079. // and only call .getValue on the first
  26080. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26081. },
  26082. setValue: function ( array, offset ) {
  26083. var bindings = this._bindings;
  26084. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26085. bindings[ i ].setValue( array, offset );
  26086. }
  26087. },
  26088. bind: function () {
  26089. var bindings = this._bindings;
  26090. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26091. bindings[ i ].bind();
  26092. }
  26093. },
  26094. unbind: function () {
  26095. var bindings = this._bindings;
  26096. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26097. bindings[ i ].unbind();
  26098. }
  26099. }
  26100. } );
  26101. function PropertyBinding( rootNode, path, parsedPath ) {
  26102. this.path = path;
  26103. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26104. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26105. this.rootNode = rootNode;
  26106. }
  26107. Object.assign( PropertyBinding, {
  26108. Composite: Composite,
  26109. create: function ( root, path, parsedPath ) {
  26110. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26111. return new PropertyBinding( root, path, parsedPath );
  26112. } else {
  26113. return new PropertyBinding.Composite( root, path, parsedPath );
  26114. }
  26115. },
  26116. /**
  26117. * Replaces spaces with underscores and removes unsupported characters from
  26118. * node names, to ensure compatibility with parseTrackName().
  26119. *
  26120. * @param {string} name Node name to be sanitized.
  26121. * @return {string}
  26122. */
  26123. sanitizeNodeName: function ( name ) {
  26124. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26125. },
  26126. parseTrackName: function ( trackName ) {
  26127. var matches = _trackRe.exec( trackName );
  26128. if ( ! matches ) {
  26129. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26130. }
  26131. var results = {
  26132. // directoryName: matches[ 1 ], // (tschw) currently unused
  26133. nodeName: matches[ 2 ],
  26134. objectName: matches[ 3 ],
  26135. objectIndex: matches[ 4 ],
  26136. propertyName: matches[ 5 ], // required
  26137. propertyIndex: matches[ 6 ]
  26138. };
  26139. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26140. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26141. var objectName = results.nodeName.substring( lastDot + 1 );
  26142. // Object names must be checked against a whitelist. Otherwise, there
  26143. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26144. // 'bar' could be the objectName, or part of a nodeName (which can
  26145. // include '.' characters).
  26146. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26147. results.nodeName = results.nodeName.substring( 0, lastDot );
  26148. results.objectName = objectName;
  26149. }
  26150. }
  26151. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26152. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26153. }
  26154. return results;
  26155. },
  26156. findNode: function ( root, nodeName ) {
  26157. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26158. return root;
  26159. }
  26160. // search into skeleton bones.
  26161. if ( root.skeleton ) {
  26162. var bone = root.skeleton.getBoneByName( nodeName );
  26163. if ( bone !== undefined ) {
  26164. return bone;
  26165. }
  26166. }
  26167. // search into node subtree.
  26168. if ( root.children ) {
  26169. var searchNodeSubtree = function ( children ) {
  26170. for ( var i = 0; i < children.length; i ++ ) {
  26171. var childNode = children[ i ];
  26172. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26173. return childNode;
  26174. }
  26175. var result = searchNodeSubtree( childNode.children );
  26176. if ( result ) { return result; }
  26177. }
  26178. return null;
  26179. };
  26180. var subTreeNode = searchNodeSubtree( root.children );
  26181. if ( subTreeNode ) {
  26182. return subTreeNode;
  26183. }
  26184. }
  26185. return null;
  26186. }
  26187. } );
  26188. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26189. // these are used to "bind" a nonexistent property
  26190. _getValue_unavailable: function () {},
  26191. _setValue_unavailable: function () {},
  26192. BindingType: {
  26193. Direct: 0,
  26194. EntireArray: 1,
  26195. ArrayElement: 2,
  26196. HasFromToArray: 3
  26197. },
  26198. Versioning: {
  26199. None: 0,
  26200. NeedsUpdate: 1,
  26201. MatrixWorldNeedsUpdate: 2
  26202. },
  26203. GetterByBindingType: [
  26204. function getValue_direct( buffer, offset ) {
  26205. buffer[ offset ] = this.node[ this.propertyName ];
  26206. },
  26207. function getValue_array( buffer, offset ) {
  26208. var source = this.resolvedProperty;
  26209. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26210. buffer[ offset ++ ] = source[ i ];
  26211. }
  26212. },
  26213. function getValue_arrayElement( buffer, offset ) {
  26214. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26215. },
  26216. function getValue_toArray( buffer, offset ) {
  26217. this.resolvedProperty.toArray( buffer, offset );
  26218. }
  26219. ],
  26220. SetterByBindingTypeAndVersioning: [
  26221. [
  26222. // Direct
  26223. function setValue_direct( buffer, offset ) {
  26224. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26225. },
  26226. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26227. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26228. this.targetObject.needsUpdate = true;
  26229. },
  26230. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26231. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26232. this.targetObject.matrixWorldNeedsUpdate = true;
  26233. }
  26234. ], [
  26235. // EntireArray
  26236. function setValue_array( buffer, offset ) {
  26237. var dest = this.resolvedProperty;
  26238. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26239. dest[ i ] = buffer[ offset ++ ];
  26240. }
  26241. },
  26242. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26243. var dest = this.resolvedProperty;
  26244. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26245. dest[ i ] = buffer[ offset ++ ];
  26246. }
  26247. this.targetObject.needsUpdate = true;
  26248. },
  26249. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26250. var dest = this.resolvedProperty;
  26251. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26252. dest[ i ] = buffer[ offset ++ ];
  26253. }
  26254. this.targetObject.matrixWorldNeedsUpdate = true;
  26255. }
  26256. ], [
  26257. // ArrayElement
  26258. function setValue_arrayElement( buffer, offset ) {
  26259. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26260. },
  26261. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26262. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26263. this.targetObject.needsUpdate = true;
  26264. },
  26265. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26266. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26267. this.targetObject.matrixWorldNeedsUpdate = true;
  26268. }
  26269. ], [
  26270. // HasToFromArray
  26271. function setValue_fromArray( buffer, offset ) {
  26272. this.resolvedProperty.fromArray( buffer, offset );
  26273. },
  26274. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26275. this.resolvedProperty.fromArray( buffer, offset );
  26276. this.targetObject.needsUpdate = true;
  26277. },
  26278. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26279. this.resolvedProperty.fromArray( buffer, offset );
  26280. this.targetObject.matrixWorldNeedsUpdate = true;
  26281. }
  26282. ]
  26283. ],
  26284. getValue: function getValue_unbound( targetArray, offset ) {
  26285. this.bind();
  26286. this.getValue( targetArray, offset );
  26287. // Note: This class uses a State pattern on a per-method basis:
  26288. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26289. // prototype version of these methods with one that represents
  26290. // the bound state. When the property is not found, the methods
  26291. // become no-ops.
  26292. },
  26293. setValue: function getValue_unbound( sourceArray, offset ) {
  26294. this.bind();
  26295. this.setValue( sourceArray, offset );
  26296. },
  26297. // create getter / setter pair for a property in the scene graph
  26298. bind: function () {
  26299. var targetObject = this.node,
  26300. parsedPath = this.parsedPath,
  26301. objectName = parsedPath.objectName,
  26302. propertyName = parsedPath.propertyName,
  26303. propertyIndex = parsedPath.propertyIndex;
  26304. if ( ! targetObject ) {
  26305. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26306. this.node = targetObject;
  26307. }
  26308. // set fail state so we can just 'return' on error
  26309. this.getValue = this._getValue_unavailable;
  26310. this.setValue = this._setValue_unavailable;
  26311. // ensure there is a value node
  26312. if ( ! targetObject ) {
  26313. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26314. return;
  26315. }
  26316. if ( objectName ) {
  26317. var objectIndex = parsedPath.objectIndex;
  26318. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26319. switch ( objectName ) {
  26320. case 'materials':
  26321. if ( ! targetObject.material ) {
  26322. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26323. return;
  26324. }
  26325. if ( ! targetObject.material.materials ) {
  26326. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26327. return;
  26328. }
  26329. targetObject = targetObject.material.materials;
  26330. break;
  26331. case 'bones':
  26332. if ( ! targetObject.skeleton ) {
  26333. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26334. return;
  26335. }
  26336. // potential future optimization: skip this if propertyIndex is already an integer
  26337. // and convert the integer string to a true integer.
  26338. targetObject = targetObject.skeleton.bones;
  26339. // support resolving morphTarget names into indices.
  26340. for ( var i = 0; i < targetObject.length; i ++ ) {
  26341. if ( targetObject[ i ].name === objectIndex ) {
  26342. objectIndex = i;
  26343. break;
  26344. }
  26345. }
  26346. break;
  26347. default:
  26348. if ( targetObject[ objectName ] === undefined ) {
  26349. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26350. return;
  26351. }
  26352. targetObject = targetObject[ objectName ];
  26353. }
  26354. if ( objectIndex !== undefined ) {
  26355. if ( targetObject[ objectIndex ] === undefined ) {
  26356. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26357. return;
  26358. }
  26359. targetObject = targetObject[ objectIndex ];
  26360. }
  26361. }
  26362. // resolve property
  26363. var nodeProperty = targetObject[ propertyName ];
  26364. if ( nodeProperty === undefined ) {
  26365. var nodeName = parsedPath.nodeName;
  26366. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26367. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26368. return;
  26369. }
  26370. // determine versioning scheme
  26371. var versioning = this.Versioning.None;
  26372. this.targetObject = targetObject;
  26373. if ( targetObject.needsUpdate !== undefined ) { // material
  26374. versioning = this.Versioning.NeedsUpdate;
  26375. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26376. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26377. }
  26378. // determine how the property gets bound
  26379. var bindingType = this.BindingType.Direct;
  26380. if ( propertyIndex !== undefined ) {
  26381. // access a sub element of the property array (only primitives are supported right now)
  26382. if ( propertyName === "morphTargetInfluences" ) {
  26383. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26384. // support resolving morphTarget names into indices.
  26385. if ( ! targetObject.geometry ) {
  26386. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26387. return;
  26388. }
  26389. if ( targetObject.geometry.isBufferGeometry ) {
  26390. if ( ! targetObject.geometry.morphAttributes ) {
  26391. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26392. return;
  26393. }
  26394. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26395. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26396. }
  26397. } else {
  26398. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26399. return;
  26400. }
  26401. }
  26402. bindingType = this.BindingType.ArrayElement;
  26403. this.resolvedProperty = nodeProperty;
  26404. this.propertyIndex = propertyIndex;
  26405. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26406. // must use copy for Object3D.Euler/Quaternion
  26407. bindingType = this.BindingType.HasFromToArray;
  26408. this.resolvedProperty = nodeProperty;
  26409. } else if ( Array.isArray( nodeProperty ) ) {
  26410. bindingType = this.BindingType.EntireArray;
  26411. this.resolvedProperty = nodeProperty;
  26412. } else {
  26413. this.propertyName = propertyName;
  26414. }
  26415. // select getter / setter
  26416. this.getValue = this.GetterByBindingType[ bindingType ];
  26417. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26418. },
  26419. unbind: function () {
  26420. this.node = null;
  26421. // back to the prototype version of getValue / setValue
  26422. // note: avoiding to mutate the shape of 'this' via 'delete'
  26423. this.getValue = this._getValue_unbound;
  26424. this.setValue = this._setValue_unbound;
  26425. }
  26426. } );
  26427. // DECLARE ALIAS AFTER assign prototype
  26428. Object.assign( PropertyBinding.prototype, {
  26429. // initial state of these methods that calls 'bind'
  26430. _getValue_unbound: PropertyBinding.prototype.getValue,
  26431. _setValue_unbound: PropertyBinding.prototype.setValue,
  26432. } );
  26433. /**
  26434. *
  26435. * A group of objects that receives a shared animation state.
  26436. *
  26437. * Usage:
  26438. *
  26439. * - Add objects you would otherwise pass as 'root' to the
  26440. * constructor or the .clipAction method of AnimationMixer.
  26441. *
  26442. * - Instead pass this object as 'root'.
  26443. *
  26444. * - You can also add and remove objects later when the mixer
  26445. * is running.
  26446. *
  26447. * Note:
  26448. *
  26449. * Objects of this class appear as one object to the mixer,
  26450. * so cache control of the individual objects must be done
  26451. * on the group.
  26452. *
  26453. * Limitation:
  26454. *
  26455. * - The animated properties must be compatible among the
  26456. * all objects in the group.
  26457. *
  26458. * - A single property can either be controlled through a
  26459. * target group or directly, but not both.
  26460. *
  26461. * @author tschw
  26462. */
  26463. function AnimationObjectGroup() {
  26464. this.uuid = MathUtils.generateUUID();
  26465. // cached objects followed by the active ones
  26466. this._objects = Array.prototype.slice.call( arguments );
  26467. this.nCachedObjects_ = 0; // threshold
  26468. // note: read by PropertyBinding.Composite
  26469. var indices = {};
  26470. this._indicesByUUID = indices; // for bookkeeping
  26471. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26472. indices[ arguments[ i ].uuid ] = i;
  26473. }
  26474. this._paths = []; // inside: string
  26475. this._parsedPaths = []; // inside: { we don't care, here }
  26476. this._bindings = []; // inside: Array< PropertyBinding >
  26477. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26478. var scope = this;
  26479. this.stats = {
  26480. objects: {
  26481. get total() {
  26482. return scope._objects.length;
  26483. },
  26484. get inUse() {
  26485. return this.total - scope.nCachedObjects_;
  26486. }
  26487. },
  26488. get bindingsPerObject() {
  26489. return scope._bindings.length;
  26490. }
  26491. };
  26492. }
  26493. Object.assign( AnimationObjectGroup.prototype, {
  26494. isAnimationObjectGroup: true,
  26495. add: function () {
  26496. var objects = this._objects,
  26497. indicesByUUID = this._indicesByUUID,
  26498. paths = this._paths,
  26499. parsedPaths = this._parsedPaths,
  26500. bindings = this._bindings,
  26501. nBindings = bindings.length;
  26502. var knownObject = undefined,
  26503. nObjects = objects.length,
  26504. nCachedObjects = this.nCachedObjects_;
  26505. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26506. var object = arguments[ i ],
  26507. uuid = object.uuid;
  26508. var index = indicesByUUID[ uuid ];
  26509. if ( index === undefined ) {
  26510. // unknown object -> add it to the ACTIVE region
  26511. index = nObjects ++;
  26512. indicesByUUID[ uuid ] = index;
  26513. objects.push( object );
  26514. // accounting is done, now do the same for all bindings
  26515. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26516. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26517. }
  26518. } else if ( index < nCachedObjects ) {
  26519. knownObject = objects[ index ];
  26520. // move existing object to the ACTIVE region
  26521. var firstActiveIndex = -- nCachedObjects,
  26522. lastCachedObject = objects[ firstActiveIndex ];
  26523. indicesByUUID[ lastCachedObject.uuid ] = index;
  26524. objects[ index ] = lastCachedObject;
  26525. indicesByUUID[ uuid ] = firstActiveIndex;
  26526. objects[ firstActiveIndex ] = object;
  26527. // accounting is done, now do the same for all bindings
  26528. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26529. var bindingsForPath = bindings[ j$1 ],
  26530. lastCached = bindingsForPath[ firstActiveIndex ];
  26531. var binding = bindingsForPath[ index ];
  26532. bindingsForPath[ index ] = lastCached;
  26533. if ( binding === undefined ) {
  26534. // since we do not bother to create new bindings
  26535. // for objects that are cached, the binding may
  26536. // or may not exist
  26537. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26538. }
  26539. bindingsForPath[ firstActiveIndex ] = binding;
  26540. }
  26541. } else if ( objects[ index ] !== knownObject ) {
  26542. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26543. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26544. } // else the object is already where we want it to be
  26545. } // for arguments
  26546. this.nCachedObjects_ = nCachedObjects;
  26547. },
  26548. remove: function () {
  26549. var objects = this._objects,
  26550. indicesByUUID = this._indicesByUUID,
  26551. bindings = this._bindings,
  26552. nBindings = bindings.length;
  26553. var nCachedObjects = this.nCachedObjects_;
  26554. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26555. var object = arguments[ i ],
  26556. uuid = object.uuid,
  26557. index = indicesByUUID[ uuid ];
  26558. if ( index !== undefined && index >= nCachedObjects ) {
  26559. // move existing object into the CACHED region
  26560. var lastCachedIndex = nCachedObjects ++,
  26561. firstActiveObject = objects[ lastCachedIndex ];
  26562. indicesByUUID[ firstActiveObject.uuid ] = index;
  26563. objects[ index ] = firstActiveObject;
  26564. indicesByUUID[ uuid ] = lastCachedIndex;
  26565. objects[ lastCachedIndex ] = object;
  26566. // accounting is done, now do the same for all bindings
  26567. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26568. var bindingsForPath = bindings[ j ],
  26569. firstActive = bindingsForPath[ lastCachedIndex ],
  26570. binding = bindingsForPath[ index ];
  26571. bindingsForPath[ index ] = firstActive;
  26572. bindingsForPath[ lastCachedIndex ] = binding;
  26573. }
  26574. }
  26575. } // for arguments
  26576. this.nCachedObjects_ = nCachedObjects;
  26577. },
  26578. // remove & forget
  26579. uncache: function () {
  26580. var objects = this._objects,
  26581. indicesByUUID = this._indicesByUUID,
  26582. bindings = this._bindings,
  26583. nBindings = bindings.length;
  26584. var nCachedObjects = this.nCachedObjects_,
  26585. nObjects = objects.length;
  26586. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26587. var object = arguments[ i ],
  26588. uuid = object.uuid,
  26589. index = indicesByUUID[ uuid ];
  26590. if ( index !== undefined ) {
  26591. delete indicesByUUID[ uuid ];
  26592. if ( index < nCachedObjects ) {
  26593. // object is cached, shrink the CACHED region
  26594. var firstActiveIndex = -- nCachedObjects,
  26595. lastCachedObject = objects[ firstActiveIndex ],
  26596. lastIndex = -- nObjects,
  26597. lastObject = objects[ lastIndex ];
  26598. // last cached object takes this object's place
  26599. indicesByUUID[ lastCachedObject.uuid ] = index;
  26600. objects[ index ] = lastCachedObject;
  26601. // last object goes to the activated slot and pop
  26602. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26603. objects[ firstActiveIndex ] = lastObject;
  26604. objects.pop();
  26605. // accounting is done, now do the same for all bindings
  26606. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26607. var bindingsForPath = bindings[ j ],
  26608. lastCached = bindingsForPath[ firstActiveIndex ],
  26609. last = bindingsForPath[ lastIndex ];
  26610. bindingsForPath[ index ] = lastCached;
  26611. bindingsForPath[ firstActiveIndex ] = last;
  26612. bindingsForPath.pop();
  26613. }
  26614. } else {
  26615. // object is active, just swap with the last and pop
  26616. var lastIndex$1 = -- nObjects,
  26617. lastObject$1 = objects[ lastIndex$1 ];
  26618. indicesByUUID[ lastObject$1.uuid ] = index;
  26619. objects[ index ] = lastObject$1;
  26620. objects.pop();
  26621. // accounting is done, now do the same for all bindings
  26622. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26623. var bindingsForPath$1 = bindings[ j$1 ];
  26624. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26625. bindingsForPath$1.pop();
  26626. }
  26627. } // cached or active
  26628. } // if object is known
  26629. } // for arguments
  26630. this.nCachedObjects_ = nCachedObjects;
  26631. },
  26632. // Internal interface used by befriended PropertyBinding.Composite:
  26633. subscribe_: function ( path, parsedPath ) {
  26634. // returns an array of bindings for the given path that is changed
  26635. // according to the contained objects in the group
  26636. var indicesByPath = this._bindingsIndicesByPath,
  26637. index = indicesByPath[ path ],
  26638. bindings = this._bindings;
  26639. if ( index !== undefined ) { return bindings[ index ]; }
  26640. var paths = this._paths,
  26641. parsedPaths = this._parsedPaths,
  26642. objects = this._objects,
  26643. nObjects = objects.length,
  26644. nCachedObjects = this.nCachedObjects_,
  26645. bindingsForPath = new Array( nObjects );
  26646. index = bindings.length;
  26647. indicesByPath[ path ] = index;
  26648. paths.push( path );
  26649. parsedPaths.push( parsedPath );
  26650. bindings.push( bindingsForPath );
  26651. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26652. var object = objects[ i ];
  26653. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26654. }
  26655. return bindingsForPath;
  26656. },
  26657. unsubscribe_: function ( path ) {
  26658. // tells the group to forget about a property path and no longer
  26659. // update the array previously obtained with 'subscribe_'
  26660. var indicesByPath = this._bindingsIndicesByPath,
  26661. index = indicesByPath[ path ];
  26662. if ( index !== undefined ) {
  26663. var paths = this._paths,
  26664. parsedPaths = this._parsedPaths,
  26665. bindings = this._bindings,
  26666. lastBindingsIndex = bindings.length - 1,
  26667. lastBindings = bindings[ lastBindingsIndex ],
  26668. lastBindingsPath = path[ lastBindingsIndex ];
  26669. indicesByPath[ lastBindingsPath ] = index;
  26670. bindings[ index ] = lastBindings;
  26671. bindings.pop();
  26672. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26673. parsedPaths.pop();
  26674. paths[ index ] = paths[ lastBindingsIndex ];
  26675. paths.pop();
  26676. }
  26677. }
  26678. } );
  26679. /**
  26680. *
  26681. * Action provided by AnimationMixer for scheduling clip playback on specific
  26682. * objects.
  26683. *
  26684. * @author Ben Houston / http://clara.io/
  26685. * @author David Sarno / http://lighthaus.us/
  26686. * @author tschw
  26687. *
  26688. */
  26689. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26690. this._mixer = mixer;
  26691. this._clip = clip;
  26692. this._localRoot = localRoot || null;
  26693. this.blendMode = blendMode || clip.blendMode;
  26694. var tracks = clip.tracks,
  26695. nTracks = tracks.length,
  26696. interpolants = new Array( nTracks );
  26697. var interpolantSettings = {
  26698. endingStart: ZeroCurvatureEnding,
  26699. endingEnd: ZeroCurvatureEnding
  26700. };
  26701. for ( var i = 0; i !== nTracks; ++ i ) {
  26702. var interpolant = tracks[ i ].createInterpolant( null );
  26703. interpolants[ i ] = interpolant;
  26704. interpolant.settings = interpolantSettings;
  26705. }
  26706. this._interpolantSettings = interpolantSettings;
  26707. this._interpolants = interpolants; // bound by the mixer
  26708. // inside: PropertyMixer (managed by the mixer)
  26709. this._propertyBindings = new Array( nTracks );
  26710. this._cacheIndex = null; // for the memory manager
  26711. this._byClipCacheIndex = null; // for the memory manager
  26712. this._timeScaleInterpolant = null;
  26713. this._weightInterpolant = null;
  26714. this.loop = LoopRepeat;
  26715. this._loopCount = - 1;
  26716. // global mixer time when the action is to be started
  26717. // it's set back to 'null' upon start of the action
  26718. this._startTime = null;
  26719. // scaled local time of the action
  26720. // gets clamped or wrapped to 0..clip.duration according to loop
  26721. this.time = 0;
  26722. this.timeScale = 1;
  26723. this._effectiveTimeScale = 1;
  26724. this.weight = 1;
  26725. this._effectiveWeight = 1;
  26726. this.repetitions = Infinity; // no. of repetitions when looping
  26727. this.paused = false; // true -> zero effective time scale
  26728. this.enabled = true; // false -> zero effective weight
  26729. this.clampWhenFinished = false;// keep feeding the last frame?
  26730. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26731. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26732. }
  26733. Object.assign( AnimationAction.prototype, {
  26734. // State & Scheduling
  26735. play: function () {
  26736. this._mixer._activateAction( this );
  26737. return this;
  26738. },
  26739. stop: function () {
  26740. this._mixer._deactivateAction( this );
  26741. return this.reset();
  26742. },
  26743. reset: function () {
  26744. this.paused = false;
  26745. this.enabled = true;
  26746. this.time = 0; // restart clip
  26747. this._loopCount = - 1;// forget previous loops
  26748. this._startTime = null;// forget scheduling
  26749. return this.stopFading().stopWarping();
  26750. },
  26751. isRunning: function () {
  26752. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26753. this._startTime === null && this._mixer._isActiveAction( this );
  26754. },
  26755. // return true when play has been called
  26756. isScheduled: function () {
  26757. return this._mixer._isActiveAction( this );
  26758. },
  26759. startAt: function ( time ) {
  26760. this._startTime = time;
  26761. return this;
  26762. },
  26763. setLoop: function ( mode, repetitions ) {
  26764. this.loop = mode;
  26765. this.repetitions = repetitions;
  26766. return this;
  26767. },
  26768. // Weight
  26769. // set the weight stopping any scheduled fading
  26770. // although .enabled = false yields an effective weight of zero, this
  26771. // method does *not* change .enabled, because it would be confusing
  26772. setEffectiveWeight: function ( weight ) {
  26773. this.weight = weight;
  26774. // note: same logic as when updated at runtime
  26775. this._effectiveWeight = this.enabled ? weight : 0;
  26776. return this.stopFading();
  26777. },
  26778. // return the weight considering fading and .enabled
  26779. getEffectiveWeight: function () {
  26780. return this._effectiveWeight;
  26781. },
  26782. fadeIn: function ( duration ) {
  26783. return this._scheduleFading( duration, 0, 1 );
  26784. },
  26785. fadeOut: function ( duration ) {
  26786. return this._scheduleFading( duration, 1, 0 );
  26787. },
  26788. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26789. fadeOutAction.fadeOut( duration );
  26790. this.fadeIn( duration );
  26791. if ( warp ) {
  26792. var fadeInDuration = this._clip.duration,
  26793. fadeOutDuration = fadeOutAction._clip.duration,
  26794. startEndRatio = fadeOutDuration / fadeInDuration,
  26795. endStartRatio = fadeInDuration / fadeOutDuration;
  26796. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26797. this.warp( endStartRatio, 1.0, duration );
  26798. }
  26799. return this;
  26800. },
  26801. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26802. return fadeInAction.crossFadeFrom( this, duration, warp );
  26803. },
  26804. stopFading: function () {
  26805. var weightInterpolant = this._weightInterpolant;
  26806. if ( weightInterpolant !== null ) {
  26807. this._weightInterpolant = null;
  26808. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26809. }
  26810. return this;
  26811. },
  26812. // Time Scale Control
  26813. // set the time scale stopping any scheduled warping
  26814. // although .paused = true yields an effective time scale of zero, this
  26815. // method does *not* change .paused, because it would be confusing
  26816. setEffectiveTimeScale: function ( timeScale ) {
  26817. this.timeScale = timeScale;
  26818. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26819. return this.stopWarping();
  26820. },
  26821. // return the time scale considering warping and .paused
  26822. getEffectiveTimeScale: function () {
  26823. return this._effectiveTimeScale;
  26824. },
  26825. setDuration: function ( duration ) {
  26826. this.timeScale = this._clip.duration / duration;
  26827. return this.stopWarping();
  26828. },
  26829. syncWith: function ( action ) {
  26830. this.time = action.time;
  26831. this.timeScale = action.timeScale;
  26832. return this.stopWarping();
  26833. },
  26834. halt: function ( duration ) {
  26835. return this.warp( this._effectiveTimeScale, 0, duration );
  26836. },
  26837. warp: function ( startTimeScale, endTimeScale, duration ) {
  26838. var mixer = this._mixer,
  26839. now = mixer.time,
  26840. timeScale = this.timeScale;
  26841. var interpolant = this._timeScaleInterpolant;
  26842. if ( interpolant === null ) {
  26843. interpolant = mixer._lendControlInterpolant();
  26844. this._timeScaleInterpolant = interpolant;
  26845. }
  26846. var times = interpolant.parameterPositions,
  26847. values = interpolant.sampleValues;
  26848. times[ 0 ] = now;
  26849. times[ 1 ] = now + duration;
  26850. values[ 0 ] = startTimeScale / timeScale;
  26851. values[ 1 ] = endTimeScale / timeScale;
  26852. return this;
  26853. },
  26854. stopWarping: function () {
  26855. var timeScaleInterpolant = this._timeScaleInterpolant;
  26856. if ( timeScaleInterpolant !== null ) {
  26857. this._timeScaleInterpolant = null;
  26858. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26859. }
  26860. return this;
  26861. },
  26862. // Object Accessors
  26863. getMixer: function () {
  26864. return this._mixer;
  26865. },
  26866. getClip: function () {
  26867. return this._clip;
  26868. },
  26869. getRoot: function () {
  26870. return this._localRoot || this._mixer._root;
  26871. },
  26872. // Interna
  26873. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26874. // called by the mixer
  26875. if ( ! this.enabled ) {
  26876. // call ._updateWeight() to update ._effectiveWeight
  26877. this._updateWeight( time );
  26878. return;
  26879. }
  26880. var startTime = this._startTime;
  26881. if ( startTime !== null ) {
  26882. // check for scheduled start of action
  26883. var timeRunning = ( time - startTime ) * timeDirection;
  26884. if ( timeRunning < 0 || timeDirection === 0 ) {
  26885. return; // yet to come / don't decide when delta = 0
  26886. }
  26887. // start
  26888. this._startTime = null; // unschedule
  26889. deltaTime = timeDirection * timeRunning;
  26890. }
  26891. // apply time scale and advance time
  26892. deltaTime *= this._updateTimeScale( time );
  26893. var clipTime = this._updateTime( deltaTime );
  26894. // note: _updateTime may disable the action resulting in
  26895. // an effective weight of 0
  26896. var weight = this._updateWeight( time );
  26897. if ( weight > 0 ) {
  26898. var interpolants = this._interpolants;
  26899. var propertyMixers = this._propertyBindings;
  26900. switch ( this.blendMode ) {
  26901. case AdditiveAnimationBlendMode:
  26902. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26903. interpolants[ j ].evaluate( clipTime );
  26904. propertyMixers[ j ].accumulateAdditive( weight );
  26905. }
  26906. break;
  26907. case NormalAnimationBlendMode:
  26908. default:
  26909. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  26910. interpolants[ j$1 ].evaluate( clipTime );
  26911. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  26912. }
  26913. }
  26914. }
  26915. },
  26916. _updateWeight: function ( time ) {
  26917. var weight = 0;
  26918. if ( this.enabled ) {
  26919. weight = this.weight;
  26920. var interpolant = this._weightInterpolant;
  26921. if ( interpolant !== null ) {
  26922. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26923. weight *= interpolantValue;
  26924. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26925. this.stopFading();
  26926. if ( interpolantValue === 0 ) {
  26927. // faded out, disable
  26928. this.enabled = false;
  26929. }
  26930. }
  26931. }
  26932. }
  26933. this._effectiveWeight = weight;
  26934. return weight;
  26935. },
  26936. _updateTimeScale: function ( time ) {
  26937. var timeScale = 0;
  26938. if ( ! this.paused ) {
  26939. timeScale = this.timeScale;
  26940. var interpolant = this._timeScaleInterpolant;
  26941. if ( interpolant !== null ) {
  26942. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26943. timeScale *= interpolantValue;
  26944. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26945. this.stopWarping();
  26946. if ( timeScale === 0 ) {
  26947. // motion has halted, pause
  26948. this.paused = true;
  26949. } else {
  26950. // warp done - apply final time scale
  26951. this.timeScale = timeScale;
  26952. }
  26953. }
  26954. }
  26955. }
  26956. this._effectiveTimeScale = timeScale;
  26957. return timeScale;
  26958. },
  26959. _updateTime: function ( deltaTime ) {
  26960. var duration = this._clip.duration;
  26961. var loop = this.loop;
  26962. var time = this.time + deltaTime;
  26963. var loopCount = this._loopCount;
  26964. var pingPong = ( loop === LoopPingPong );
  26965. if ( deltaTime === 0 ) {
  26966. if ( loopCount === - 1 ) { return time; }
  26967. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26968. }
  26969. if ( loop === LoopOnce ) {
  26970. if ( loopCount === - 1 ) {
  26971. // just started
  26972. this._loopCount = 0;
  26973. this._setEndings( true, true, false );
  26974. }
  26975. handle_stop: {
  26976. if ( time >= duration ) {
  26977. time = duration;
  26978. } else if ( time < 0 ) {
  26979. time = 0;
  26980. } else {
  26981. this.time = time;
  26982. break handle_stop;
  26983. }
  26984. if ( this.clampWhenFinished ) { this.paused = true; }
  26985. else { this.enabled = false; }
  26986. this.time = time;
  26987. this._mixer.dispatchEvent( {
  26988. type: 'finished', action: this,
  26989. direction: deltaTime < 0 ? - 1 : 1
  26990. } );
  26991. }
  26992. } else { // repetitive Repeat or PingPong
  26993. if ( loopCount === - 1 ) {
  26994. // just started
  26995. if ( deltaTime >= 0 ) {
  26996. loopCount = 0;
  26997. this._setEndings( true, this.repetitions === 0, pingPong );
  26998. } else {
  26999. // when looping in reverse direction, the initial
  27000. // transition through zero counts as a repetition,
  27001. // so leave loopCount at -1
  27002. this._setEndings( this.repetitions === 0, true, pingPong );
  27003. }
  27004. }
  27005. if ( time >= duration || time < 0 ) {
  27006. // wrap around
  27007. var loopDelta = Math.floor( time / duration ); // signed
  27008. time -= duration * loopDelta;
  27009. loopCount += Math.abs( loopDelta );
  27010. var pending = this.repetitions - loopCount;
  27011. if ( pending <= 0 ) {
  27012. // have to stop (switch state, clamp time, fire event)
  27013. if ( this.clampWhenFinished ) { this.paused = true; }
  27014. else { this.enabled = false; }
  27015. time = deltaTime > 0 ? duration : 0;
  27016. this.time = time;
  27017. this._mixer.dispatchEvent( {
  27018. type: 'finished', action: this,
  27019. direction: deltaTime > 0 ? 1 : - 1
  27020. } );
  27021. } else {
  27022. // keep running
  27023. if ( pending === 1 ) {
  27024. // entering the last round
  27025. var atStart = deltaTime < 0;
  27026. this._setEndings( atStart, ! atStart, pingPong );
  27027. } else {
  27028. this._setEndings( false, false, pingPong );
  27029. }
  27030. this._loopCount = loopCount;
  27031. this.time = time;
  27032. this._mixer.dispatchEvent( {
  27033. type: 'loop', action: this, loopDelta: loopDelta
  27034. } );
  27035. }
  27036. } else {
  27037. this.time = time;
  27038. }
  27039. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27040. // invert time for the "pong round"
  27041. return duration - time;
  27042. }
  27043. }
  27044. return time;
  27045. },
  27046. _setEndings: function ( atStart, atEnd, pingPong ) {
  27047. var settings = this._interpolantSettings;
  27048. if ( pingPong ) {
  27049. settings.endingStart = ZeroSlopeEnding;
  27050. settings.endingEnd = ZeroSlopeEnding;
  27051. } else {
  27052. // assuming for LoopOnce atStart == atEnd == true
  27053. if ( atStart ) {
  27054. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27055. } else {
  27056. settings.endingStart = WrapAroundEnding;
  27057. }
  27058. if ( atEnd ) {
  27059. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27060. } else {
  27061. settings.endingEnd = WrapAroundEnding;
  27062. }
  27063. }
  27064. },
  27065. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27066. var mixer = this._mixer, now = mixer.time;
  27067. var interpolant = this._weightInterpolant;
  27068. if ( interpolant === null ) {
  27069. interpolant = mixer._lendControlInterpolant();
  27070. this._weightInterpolant = interpolant;
  27071. }
  27072. var times = interpolant.parameterPositions,
  27073. values = interpolant.sampleValues;
  27074. times[ 0 ] = now;
  27075. values[ 0 ] = weightNow;
  27076. times[ 1 ] = now + duration;
  27077. values[ 1 ] = weightThen;
  27078. return this;
  27079. }
  27080. } );
  27081. /**
  27082. *
  27083. * Player for AnimationClips.
  27084. *
  27085. *
  27086. * @author Ben Houston / http://clara.io/
  27087. * @author David Sarno / http://lighthaus.us/
  27088. * @author tschw
  27089. */
  27090. function AnimationMixer( root ) {
  27091. this._root = root;
  27092. this._initMemoryManager();
  27093. this._accuIndex = 0;
  27094. this.time = 0;
  27095. this.timeScale = 1.0;
  27096. }
  27097. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27098. constructor: AnimationMixer,
  27099. _bindAction: function ( action, prototypeAction ) {
  27100. var root = action._localRoot || this._root,
  27101. tracks = action._clip.tracks,
  27102. nTracks = tracks.length,
  27103. bindings = action._propertyBindings,
  27104. interpolants = action._interpolants,
  27105. rootUuid = root.uuid,
  27106. bindingsByRoot = this._bindingsByRootAndName;
  27107. var bindingsByName = bindingsByRoot[ rootUuid ];
  27108. if ( bindingsByName === undefined ) {
  27109. bindingsByName = {};
  27110. bindingsByRoot[ rootUuid ] = bindingsByName;
  27111. }
  27112. for ( var i = 0; i !== nTracks; ++ i ) {
  27113. var track = tracks[ i ],
  27114. trackName = track.name;
  27115. var binding = bindingsByName[ trackName ];
  27116. if ( binding !== undefined ) {
  27117. bindings[ i ] = binding;
  27118. } else {
  27119. binding = bindings[ i ];
  27120. if ( binding !== undefined ) {
  27121. // existing binding, make sure the cache knows
  27122. if ( binding._cacheIndex === null ) {
  27123. ++ binding.referenceCount;
  27124. this._addInactiveBinding( binding, rootUuid, trackName );
  27125. }
  27126. continue;
  27127. }
  27128. var path = prototypeAction && prototypeAction.
  27129. _propertyBindings[ i ].binding.parsedPath;
  27130. binding = new PropertyMixer(
  27131. PropertyBinding.create( root, trackName, path ),
  27132. track.ValueTypeName, track.getValueSize() );
  27133. ++ binding.referenceCount;
  27134. this._addInactiveBinding( binding, rootUuid, trackName );
  27135. bindings[ i ] = binding;
  27136. }
  27137. interpolants[ i ].resultBuffer = binding.buffer;
  27138. }
  27139. },
  27140. _activateAction: function ( action ) {
  27141. if ( ! this._isActiveAction( action ) ) {
  27142. if ( action._cacheIndex === null ) {
  27143. // this action has been forgotten by the cache, but the user
  27144. // appears to be still using it -> rebind
  27145. var rootUuid = ( action._localRoot || this._root ).uuid,
  27146. clipUuid = action._clip.uuid,
  27147. actionsForClip = this._actionsByClip[ clipUuid ];
  27148. this._bindAction( action,
  27149. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27150. this._addInactiveAction( action, clipUuid, rootUuid );
  27151. }
  27152. var bindings = action._propertyBindings;
  27153. // increment reference counts / sort out state
  27154. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27155. var binding = bindings[ i ];
  27156. if ( binding.useCount ++ === 0 ) {
  27157. this._lendBinding( binding );
  27158. binding.saveOriginalState();
  27159. }
  27160. }
  27161. this._lendAction( action );
  27162. }
  27163. },
  27164. _deactivateAction: function ( action ) {
  27165. if ( this._isActiveAction( action ) ) {
  27166. var bindings = action._propertyBindings;
  27167. // decrement reference counts / sort out state
  27168. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27169. var binding = bindings[ i ];
  27170. if ( -- binding.useCount === 0 ) {
  27171. binding.restoreOriginalState();
  27172. this._takeBackBinding( binding );
  27173. }
  27174. }
  27175. this._takeBackAction( action );
  27176. }
  27177. },
  27178. // Memory manager
  27179. _initMemoryManager: function () {
  27180. this._actions = []; // 'nActiveActions' followed by inactive ones
  27181. this._nActiveActions = 0;
  27182. this._actionsByClip = {};
  27183. // inside:
  27184. // {
  27185. // knownActions: Array< AnimationAction > - used as prototypes
  27186. // actionByRoot: AnimationAction - lookup
  27187. // }
  27188. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27189. this._nActiveBindings = 0;
  27190. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27191. this._controlInterpolants = []; // same game as above
  27192. this._nActiveControlInterpolants = 0;
  27193. var scope = this;
  27194. this.stats = {
  27195. actions: {
  27196. get total() {
  27197. return scope._actions.length;
  27198. },
  27199. get inUse() {
  27200. return scope._nActiveActions;
  27201. }
  27202. },
  27203. bindings: {
  27204. get total() {
  27205. return scope._bindings.length;
  27206. },
  27207. get inUse() {
  27208. return scope._nActiveBindings;
  27209. }
  27210. },
  27211. controlInterpolants: {
  27212. get total() {
  27213. return scope._controlInterpolants.length;
  27214. },
  27215. get inUse() {
  27216. return scope._nActiveControlInterpolants;
  27217. }
  27218. }
  27219. };
  27220. },
  27221. // Memory management for AnimationAction objects
  27222. _isActiveAction: function ( action ) {
  27223. var index = action._cacheIndex;
  27224. return index !== null && index < this._nActiveActions;
  27225. },
  27226. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27227. var actions = this._actions,
  27228. actionsByClip = this._actionsByClip;
  27229. var actionsForClip = actionsByClip[ clipUuid ];
  27230. if ( actionsForClip === undefined ) {
  27231. actionsForClip = {
  27232. knownActions: [ action ],
  27233. actionByRoot: {}
  27234. };
  27235. action._byClipCacheIndex = 0;
  27236. actionsByClip[ clipUuid ] = actionsForClip;
  27237. } else {
  27238. var knownActions = actionsForClip.knownActions;
  27239. action._byClipCacheIndex = knownActions.length;
  27240. knownActions.push( action );
  27241. }
  27242. action._cacheIndex = actions.length;
  27243. actions.push( action );
  27244. actionsForClip.actionByRoot[ rootUuid ] = action;
  27245. },
  27246. _removeInactiveAction: function ( action ) {
  27247. var actions = this._actions,
  27248. lastInactiveAction = actions[ actions.length - 1 ],
  27249. cacheIndex = action._cacheIndex;
  27250. lastInactiveAction._cacheIndex = cacheIndex;
  27251. actions[ cacheIndex ] = lastInactiveAction;
  27252. actions.pop();
  27253. action._cacheIndex = null;
  27254. var clipUuid = action._clip.uuid,
  27255. actionsByClip = this._actionsByClip,
  27256. actionsForClip = actionsByClip[ clipUuid ],
  27257. knownActionsForClip = actionsForClip.knownActions,
  27258. lastKnownAction =
  27259. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27260. byClipCacheIndex = action._byClipCacheIndex;
  27261. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27262. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27263. knownActionsForClip.pop();
  27264. action._byClipCacheIndex = null;
  27265. var actionByRoot = actionsForClip.actionByRoot,
  27266. rootUuid = ( action._localRoot || this._root ).uuid;
  27267. delete actionByRoot[ rootUuid ];
  27268. if ( knownActionsForClip.length === 0 ) {
  27269. delete actionsByClip[ clipUuid ];
  27270. }
  27271. this._removeInactiveBindingsForAction( action );
  27272. },
  27273. _removeInactiveBindingsForAction: function ( action ) {
  27274. var bindings = action._propertyBindings;
  27275. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27276. var binding = bindings[ i ];
  27277. if ( -- binding.referenceCount === 0 ) {
  27278. this._removeInactiveBinding( binding );
  27279. }
  27280. }
  27281. },
  27282. _lendAction: function ( action ) {
  27283. // [ active actions | inactive actions ]
  27284. // [ active actions >| inactive actions ]
  27285. // s a
  27286. // <-swap->
  27287. // a s
  27288. var actions = this._actions,
  27289. prevIndex = action._cacheIndex,
  27290. lastActiveIndex = this._nActiveActions ++,
  27291. firstInactiveAction = actions[ lastActiveIndex ];
  27292. action._cacheIndex = lastActiveIndex;
  27293. actions[ lastActiveIndex ] = action;
  27294. firstInactiveAction._cacheIndex = prevIndex;
  27295. actions[ prevIndex ] = firstInactiveAction;
  27296. },
  27297. _takeBackAction: function ( action ) {
  27298. // [ active actions | inactive actions ]
  27299. // [ active actions |< inactive actions ]
  27300. // a s
  27301. // <-swap->
  27302. // s a
  27303. var actions = this._actions,
  27304. prevIndex = action._cacheIndex,
  27305. firstInactiveIndex = -- this._nActiveActions,
  27306. lastActiveAction = actions[ firstInactiveIndex ];
  27307. action._cacheIndex = firstInactiveIndex;
  27308. actions[ firstInactiveIndex ] = action;
  27309. lastActiveAction._cacheIndex = prevIndex;
  27310. actions[ prevIndex ] = lastActiveAction;
  27311. },
  27312. // Memory management for PropertyMixer objects
  27313. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27314. var bindingsByRoot = this._bindingsByRootAndName,
  27315. bindings = this._bindings;
  27316. var bindingByName = bindingsByRoot[ rootUuid ];
  27317. if ( bindingByName === undefined ) {
  27318. bindingByName = {};
  27319. bindingsByRoot[ rootUuid ] = bindingByName;
  27320. }
  27321. bindingByName[ trackName ] = binding;
  27322. binding._cacheIndex = bindings.length;
  27323. bindings.push( binding );
  27324. },
  27325. _removeInactiveBinding: function ( binding ) {
  27326. var bindings = this._bindings,
  27327. propBinding = binding.binding,
  27328. rootUuid = propBinding.rootNode.uuid,
  27329. trackName = propBinding.path,
  27330. bindingsByRoot = this._bindingsByRootAndName,
  27331. bindingByName = bindingsByRoot[ rootUuid ],
  27332. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27333. cacheIndex = binding._cacheIndex;
  27334. lastInactiveBinding._cacheIndex = cacheIndex;
  27335. bindings[ cacheIndex ] = lastInactiveBinding;
  27336. bindings.pop();
  27337. delete bindingByName[ trackName ];
  27338. if ( Object.keys( bindingByName ).length === 0 ) {
  27339. delete bindingsByRoot[ rootUuid ];
  27340. }
  27341. },
  27342. _lendBinding: function ( binding ) {
  27343. var bindings = this._bindings,
  27344. prevIndex = binding._cacheIndex,
  27345. lastActiveIndex = this._nActiveBindings ++,
  27346. firstInactiveBinding = bindings[ lastActiveIndex ];
  27347. binding._cacheIndex = lastActiveIndex;
  27348. bindings[ lastActiveIndex ] = binding;
  27349. firstInactiveBinding._cacheIndex = prevIndex;
  27350. bindings[ prevIndex ] = firstInactiveBinding;
  27351. },
  27352. _takeBackBinding: function ( binding ) {
  27353. var bindings = this._bindings,
  27354. prevIndex = binding._cacheIndex,
  27355. firstInactiveIndex = -- this._nActiveBindings,
  27356. lastActiveBinding = bindings[ firstInactiveIndex ];
  27357. binding._cacheIndex = firstInactiveIndex;
  27358. bindings[ firstInactiveIndex ] = binding;
  27359. lastActiveBinding._cacheIndex = prevIndex;
  27360. bindings[ prevIndex ] = lastActiveBinding;
  27361. },
  27362. // Memory management of Interpolants for weight and time scale
  27363. _lendControlInterpolant: function () {
  27364. var interpolants = this._controlInterpolants,
  27365. lastActiveIndex = this._nActiveControlInterpolants ++;
  27366. var interpolant = interpolants[ lastActiveIndex ];
  27367. if ( interpolant === undefined ) {
  27368. interpolant = new LinearInterpolant(
  27369. new Float32Array( 2 ), new Float32Array( 2 ),
  27370. 1, this._controlInterpolantsResultBuffer );
  27371. interpolant.__cacheIndex = lastActiveIndex;
  27372. interpolants[ lastActiveIndex ] = interpolant;
  27373. }
  27374. return interpolant;
  27375. },
  27376. _takeBackControlInterpolant: function ( interpolant ) {
  27377. var interpolants = this._controlInterpolants,
  27378. prevIndex = interpolant.__cacheIndex,
  27379. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27380. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27381. interpolant.__cacheIndex = firstInactiveIndex;
  27382. interpolants[ firstInactiveIndex ] = interpolant;
  27383. lastActiveInterpolant.__cacheIndex = prevIndex;
  27384. interpolants[ prevIndex ] = lastActiveInterpolant;
  27385. },
  27386. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27387. // return an action for a clip optionally using a custom root target
  27388. // object (this method allocates a lot of dynamic memory in case a
  27389. // previously unknown clip/root combination is specified)
  27390. clipAction: function ( clip, optionalRoot, blendMode ) {
  27391. var root = optionalRoot || this._root,
  27392. rootUuid = root.uuid;
  27393. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27394. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27395. var actionsForClip = this._actionsByClip[ clipUuid ],
  27396. prototypeAction = null;
  27397. if ( blendMode === undefined ) {
  27398. if ( clipObject !== null ) {
  27399. blendMode = clipObject.blendMode;
  27400. } else {
  27401. blendMode = NormalAnimationBlendMode;
  27402. }
  27403. }
  27404. if ( actionsForClip !== undefined ) {
  27405. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27406. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27407. return existingAction;
  27408. }
  27409. // we know the clip, so we don't have to parse all
  27410. // the bindings again but can just copy
  27411. prototypeAction = actionsForClip.knownActions[ 0 ];
  27412. // also, take the clip from the prototype action
  27413. if ( clipObject === null )
  27414. { clipObject = prototypeAction._clip; }
  27415. }
  27416. // clip must be known when specified via string
  27417. if ( clipObject === null ) { return null; }
  27418. // allocate all resources required to run it
  27419. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27420. this._bindAction( newAction, prototypeAction );
  27421. // and make the action known to the memory manager
  27422. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27423. return newAction;
  27424. },
  27425. // get an existing action
  27426. existingAction: function ( clip, optionalRoot ) {
  27427. var root = optionalRoot || this._root,
  27428. rootUuid = root.uuid,
  27429. clipObject = typeof clip === 'string' ?
  27430. AnimationClip.findByName( root, clip ) : clip,
  27431. clipUuid = clipObject ? clipObject.uuid : clip,
  27432. actionsForClip = this._actionsByClip[ clipUuid ];
  27433. if ( actionsForClip !== undefined ) {
  27434. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27435. }
  27436. return null;
  27437. },
  27438. // deactivates all previously scheduled actions
  27439. stopAllAction: function () {
  27440. var actions = this._actions,
  27441. nActions = this._nActiveActions;
  27442. for ( var i = nActions - 1; i >= 0; -- i ) {
  27443. actions[ i ].stop();
  27444. }
  27445. return this;
  27446. },
  27447. // advance the time and update apply the animation
  27448. update: function ( deltaTime ) {
  27449. deltaTime *= this.timeScale;
  27450. var actions = this._actions,
  27451. nActions = this._nActiveActions,
  27452. time = this.time += deltaTime,
  27453. timeDirection = Math.sign( deltaTime ),
  27454. accuIndex = this._accuIndex ^= 1;
  27455. // run active actions
  27456. for ( var i = 0; i !== nActions; ++ i ) {
  27457. var action = actions[ i ];
  27458. action._update( time, deltaTime, timeDirection, accuIndex );
  27459. }
  27460. // update scene graph
  27461. var bindings = this._bindings,
  27462. nBindings = this._nActiveBindings;
  27463. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27464. bindings[ i$1 ].apply( accuIndex );
  27465. }
  27466. return this;
  27467. },
  27468. // Allows you to seek to a specific time in an animation.
  27469. setTime: function ( timeInSeconds ) {
  27470. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27471. for ( var i = 0; i < this._actions.length; i ++ ) {
  27472. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27473. }
  27474. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27475. },
  27476. // return this mixer's root target object
  27477. getRoot: function () {
  27478. return this._root;
  27479. },
  27480. // free all resources specific to a particular clip
  27481. uncacheClip: function ( clip ) {
  27482. var actions = this._actions,
  27483. clipUuid = clip.uuid,
  27484. actionsByClip = this._actionsByClip,
  27485. actionsForClip = actionsByClip[ clipUuid ];
  27486. if ( actionsForClip !== undefined ) {
  27487. // note: just calling _removeInactiveAction would mess up the
  27488. // iteration state and also require updating the state we can
  27489. // just throw away
  27490. var actionsToRemove = actionsForClip.knownActions;
  27491. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27492. var action = actionsToRemove[ i ];
  27493. this._deactivateAction( action );
  27494. var cacheIndex = action._cacheIndex,
  27495. lastInactiveAction = actions[ actions.length - 1 ];
  27496. action._cacheIndex = null;
  27497. action._byClipCacheIndex = null;
  27498. lastInactiveAction._cacheIndex = cacheIndex;
  27499. actions[ cacheIndex ] = lastInactiveAction;
  27500. actions.pop();
  27501. this._removeInactiveBindingsForAction( action );
  27502. }
  27503. delete actionsByClip[ clipUuid ];
  27504. }
  27505. },
  27506. // free all resources specific to a particular root target object
  27507. uncacheRoot: function ( root ) {
  27508. var rootUuid = root.uuid,
  27509. actionsByClip = this._actionsByClip;
  27510. for ( var clipUuid in actionsByClip ) {
  27511. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27512. action = actionByRoot[ rootUuid ];
  27513. if ( action !== undefined ) {
  27514. this._deactivateAction( action );
  27515. this._removeInactiveAction( action );
  27516. }
  27517. }
  27518. var bindingsByRoot = this._bindingsByRootAndName,
  27519. bindingByName = bindingsByRoot[ rootUuid ];
  27520. if ( bindingByName !== undefined ) {
  27521. for ( var trackName in bindingByName ) {
  27522. var binding = bindingByName[ trackName ];
  27523. binding.restoreOriginalState();
  27524. this._removeInactiveBinding( binding );
  27525. }
  27526. }
  27527. },
  27528. // remove a targeted clip from the cache
  27529. uncacheAction: function ( clip, optionalRoot ) {
  27530. var action = this.existingAction( clip, optionalRoot );
  27531. if ( action !== null ) {
  27532. this._deactivateAction( action );
  27533. this._removeInactiveAction( action );
  27534. }
  27535. }
  27536. } );
  27537. /**
  27538. * @author mrdoob / http://mrdoob.com/
  27539. */
  27540. function Uniform( value ) {
  27541. if ( typeof value === 'string' ) {
  27542. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27543. value = arguments[ 1 ];
  27544. }
  27545. this.value = value;
  27546. }
  27547. Uniform.prototype.clone = function () {
  27548. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27549. };
  27550. /**
  27551. * @author benaadams / https://twitter.com/ben_a_adams
  27552. */
  27553. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27554. InterleavedBuffer.call( this, array, stride );
  27555. this.meshPerAttribute = meshPerAttribute || 1;
  27556. }
  27557. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27558. constructor: InstancedInterleavedBuffer,
  27559. isInstancedInterleavedBuffer: true,
  27560. copy: function ( source ) {
  27561. InterleavedBuffer.prototype.copy.call( this, source );
  27562. this.meshPerAttribute = source.meshPerAttribute;
  27563. return this;
  27564. }
  27565. } );
  27566. /**
  27567. * @author mrdoob / http://mrdoob.com/
  27568. * @author bhouston / http://clara.io/
  27569. * @author stephomi / http://stephaneginier.com/
  27570. */
  27571. function Raycaster( origin, direction, near, far ) {
  27572. this.ray = new Ray( origin, direction );
  27573. // direction is assumed to be normalized (for accurate distance calculations)
  27574. this.near = near || 0;
  27575. this.far = far || Infinity;
  27576. this.camera = null;
  27577. this.layers = new Layers();
  27578. this.params = {
  27579. Mesh: {},
  27580. Line: { threshold: 1 },
  27581. LOD: {},
  27582. Points: { threshold: 1 },
  27583. Sprite: {}
  27584. };
  27585. Object.defineProperties( this.params, {
  27586. PointCloud: {
  27587. get: function () {
  27588. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27589. return this.Points;
  27590. }
  27591. }
  27592. } );
  27593. }
  27594. function ascSort( a, b ) {
  27595. return a.distance - b.distance;
  27596. }
  27597. function intersectObject( object, raycaster, intersects, recursive ) {
  27598. if ( object.layers.test( raycaster.layers ) ) {
  27599. object.raycast( raycaster, intersects );
  27600. }
  27601. if ( recursive === true ) {
  27602. var children = object.children;
  27603. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27604. intersectObject( children[ i ], raycaster, intersects, true );
  27605. }
  27606. }
  27607. }
  27608. Object.assign( Raycaster.prototype, {
  27609. set: function ( origin, direction ) {
  27610. // direction is assumed to be normalized (for accurate distance calculations)
  27611. this.ray.set( origin, direction );
  27612. },
  27613. setFromCamera: function ( coords, camera ) {
  27614. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27615. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27616. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27617. this.camera = camera;
  27618. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27619. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27620. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27621. this.camera = camera;
  27622. } else {
  27623. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27624. }
  27625. },
  27626. intersectObject: function ( object, recursive, optionalTarget ) {
  27627. var intersects = optionalTarget || [];
  27628. intersectObject( object, this, intersects, recursive );
  27629. intersects.sort( ascSort );
  27630. return intersects;
  27631. },
  27632. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27633. var intersects = optionalTarget || [];
  27634. if ( Array.isArray( objects ) === false ) {
  27635. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27636. return intersects;
  27637. }
  27638. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27639. intersectObject( objects[ i ], this, intersects, recursive );
  27640. }
  27641. intersects.sort( ascSort );
  27642. return intersects;
  27643. }
  27644. } );
  27645. /**
  27646. * @author bhouston / http://clara.io
  27647. * @author WestLangley / http://github.com/WestLangley
  27648. *
  27649. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27650. *
  27651. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27652. * The azimuthal angle (theta) is measured from the positive z-axis.
  27653. */
  27654. function Spherical( radius, phi, theta ) {
  27655. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27656. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27657. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27658. return this;
  27659. }
  27660. Object.assign( Spherical.prototype, {
  27661. set: function ( radius, phi, theta ) {
  27662. this.radius = radius;
  27663. this.phi = phi;
  27664. this.theta = theta;
  27665. return this;
  27666. },
  27667. clone: function () {
  27668. return new this.constructor().copy( this );
  27669. },
  27670. copy: function ( other ) {
  27671. this.radius = other.radius;
  27672. this.phi = other.phi;
  27673. this.theta = other.theta;
  27674. return this;
  27675. },
  27676. // restrict phi to be betwee EPS and PI-EPS
  27677. makeSafe: function () {
  27678. var EPS = 0.000001;
  27679. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27680. return this;
  27681. },
  27682. setFromVector3: function ( v ) {
  27683. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27684. },
  27685. setFromCartesianCoords: function ( x, y, z ) {
  27686. this.radius = Math.sqrt( x * x + y * y + z * z );
  27687. if ( this.radius === 0 ) {
  27688. this.theta = 0;
  27689. this.phi = 0;
  27690. } else {
  27691. this.theta = Math.atan2( x, z );
  27692. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27693. }
  27694. return this;
  27695. }
  27696. } );
  27697. /**
  27698. * @author Mugen87 / https://github.com/Mugen87
  27699. *
  27700. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27701. *
  27702. */
  27703. function Cylindrical( radius, theta, y ) {
  27704. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27705. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27706. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27707. return this;
  27708. }
  27709. Object.assign( Cylindrical.prototype, {
  27710. set: function ( radius, theta, y ) {
  27711. this.radius = radius;
  27712. this.theta = theta;
  27713. this.y = y;
  27714. return this;
  27715. },
  27716. clone: function () {
  27717. return new this.constructor().copy( this );
  27718. },
  27719. copy: function ( other ) {
  27720. this.radius = other.radius;
  27721. this.theta = other.theta;
  27722. this.y = other.y;
  27723. return this;
  27724. },
  27725. setFromVector3: function ( v ) {
  27726. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27727. },
  27728. setFromCartesianCoords: function ( x, y, z ) {
  27729. this.radius = Math.sqrt( x * x + z * z );
  27730. this.theta = Math.atan2( x, z );
  27731. this.y = y;
  27732. return this;
  27733. }
  27734. } );
  27735. /**
  27736. * @author bhouston / http://clara.io
  27737. */
  27738. var _vector$7 = new Vector2();
  27739. function Box2( min, max ) {
  27740. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27741. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27742. }
  27743. Object.assign( Box2.prototype, {
  27744. set: function ( min, max ) {
  27745. this.min.copy( min );
  27746. this.max.copy( max );
  27747. return this;
  27748. },
  27749. setFromPoints: function ( points ) {
  27750. this.makeEmpty();
  27751. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27752. this.expandByPoint( points[ i ] );
  27753. }
  27754. return this;
  27755. },
  27756. setFromCenterAndSize: function ( center, size ) {
  27757. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27758. this.min.copy( center ).sub( halfSize );
  27759. this.max.copy( center ).add( halfSize );
  27760. return this;
  27761. },
  27762. clone: function () {
  27763. return new this.constructor().copy( this );
  27764. },
  27765. copy: function ( box ) {
  27766. this.min.copy( box.min );
  27767. this.max.copy( box.max );
  27768. return this;
  27769. },
  27770. makeEmpty: function () {
  27771. this.min.x = this.min.y = + Infinity;
  27772. this.max.x = this.max.y = - Infinity;
  27773. return this;
  27774. },
  27775. isEmpty: function () {
  27776. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27777. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27778. },
  27779. getCenter: function ( target ) {
  27780. if ( target === undefined ) {
  27781. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27782. target = new Vector2();
  27783. }
  27784. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27785. },
  27786. getSize: function ( target ) {
  27787. if ( target === undefined ) {
  27788. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27789. target = new Vector2();
  27790. }
  27791. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27792. },
  27793. expandByPoint: function ( point ) {
  27794. this.min.min( point );
  27795. this.max.max( point );
  27796. return this;
  27797. },
  27798. expandByVector: function ( vector ) {
  27799. this.min.sub( vector );
  27800. this.max.add( vector );
  27801. return this;
  27802. },
  27803. expandByScalar: function ( scalar ) {
  27804. this.min.addScalar( - scalar );
  27805. this.max.addScalar( scalar );
  27806. return this;
  27807. },
  27808. containsPoint: function ( point ) {
  27809. return point.x < this.min.x || point.x > this.max.x ||
  27810. point.y < this.min.y || point.y > this.max.y ? false : true;
  27811. },
  27812. containsBox: function ( box ) {
  27813. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27814. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27815. },
  27816. getParameter: function ( point, target ) {
  27817. // This can potentially have a divide by zero if the box
  27818. // has a size dimension of 0.
  27819. if ( target === undefined ) {
  27820. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27821. target = new Vector2();
  27822. }
  27823. return target.set(
  27824. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27825. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27826. );
  27827. },
  27828. intersectsBox: function ( box ) {
  27829. // using 4 splitting planes to rule out intersections
  27830. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27831. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27832. },
  27833. clampPoint: function ( point, target ) {
  27834. if ( target === undefined ) {
  27835. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27836. target = new Vector2();
  27837. }
  27838. return target.copy( point ).clamp( this.min, this.max );
  27839. },
  27840. distanceToPoint: function ( point ) {
  27841. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27842. return clampedPoint.sub( point ).length();
  27843. },
  27844. intersect: function ( box ) {
  27845. this.min.max( box.min );
  27846. this.max.min( box.max );
  27847. return this;
  27848. },
  27849. union: function ( box ) {
  27850. this.min.min( box.min );
  27851. this.max.max( box.max );
  27852. return this;
  27853. },
  27854. translate: function ( offset ) {
  27855. this.min.add( offset );
  27856. this.max.add( offset );
  27857. return this;
  27858. },
  27859. equals: function ( box ) {
  27860. return box.min.equals( this.min ) && box.max.equals( this.max );
  27861. }
  27862. } );
  27863. /**
  27864. * @author bhouston / http://clara.io
  27865. */
  27866. var _startP = new Vector3();
  27867. var _startEnd = new Vector3();
  27868. function Line3( start, end ) {
  27869. this.start = ( start !== undefined ) ? start : new Vector3();
  27870. this.end = ( end !== undefined ) ? end : new Vector3();
  27871. }
  27872. Object.assign( Line3.prototype, {
  27873. set: function ( start, end ) {
  27874. this.start.copy( start );
  27875. this.end.copy( end );
  27876. return this;
  27877. },
  27878. clone: function () {
  27879. return new this.constructor().copy( this );
  27880. },
  27881. copy: function ( line ) {
  27882. this.start.copy( line.start );
  27883. this.end.copy( line.end );
  27884. return this;
  27885. },
  27886. getCenter: function ( target ) {
  27887. if ( target === undefined ) {
  27888. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27889. target = new Vector3();
  27890. }
  27891. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27892. },
  27893. delta: function ( target ) {
  27894. if ( target === undefined ) {
  27895. console.warn( 'THREE.Line3: .delta() target is now required' );
  27896. target = new Vector3();
  27897. }
  27898. return target.subVectors( this.end, this.start );
  27899. },
  27900. distanceSq: function () {
  27901. return this.start.distanceToSquared( this.end );
  27902. },
  27903. distance: function () {
  27904. return this.start.distanceTo( this.end );
  27905. },
  27906. at: function ( t, target ) {
  27907. if ( target === undefined ) {
  27908. console.warn( 'THREE.Line3: .at() target is now required' );
  27909. target = new Vector3();
  27910. }
  27911. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27912. },
  27913. closestPointToPointParameter: function ( point, clampToLine ) {
  27914. _startP.subVectors( point, this.start );
  27915. _startEnd.subVectors( this.end, this.start );
  27916. var startEnd2 = _startEnd.dot( _startEnd );
  27917. var startEnd_startP = _startEnd.dot( _startP );
  27918. var t = startEnd_startP / startEnd2;
  27919. if ( clampToLine ) {
  27920. t = MathUtils.clamp( t, 0, 1 );
  27921. }
  27922. return t;
  27923. },
  27924. closestPointToPoint: function ( point, clampToLine, target ) {
  27925. var t = this.closestPointToPointParameter( point, clampToLine );
  27926. if ( target === undefined ) {
  27927. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27928. target = new Vector3();
  27929. }
  27930. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27931. },
  27932. applyMatrix4: function ( matrix ) {
  27933. this.start.applyMatrix4( matrix );
  27934. this.end.applyMatrix4( matrix );
  27935. return this;
  27936. },
  27937. equals: function ( line ) {
  27938. return line.start.equals( this.start ) && line.end.equals( this.end );
  27939. }
  27940. } );
  27941. /**
  27942. * @author alteredq / http://alteredqualia.com/
  27943. */
  27944. function ImmediateRenderObject( material ) {
  27945. Object3D.call( this );
  27946. this.material = material;
  27947. this.render = function ( /* renderCallback */ ) {};
  27948. this.hasPositions = false;
  27949. this.hasNormals = false;
  27950. this.hasColors = false;
  27951. this.hasUvs = false;
  27952. this.positionArray = null;
  27953. this.normalArray = null;
  27954. this.colorArray = null;
  27955. this.uvArray = null;
  27956. this.count = 0;
  27957. }
  27958. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27959. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27960. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27961. /**
  27962. * @author alteredq / http://alteredqualia.com/
  27963. * @author mrdoob / http://mrdoob.com/
  27964. * @author WestLangley / http://github.com/WestLangley
  27965. */
  27966. var _vector$8 = new Vector3();
  27967. function SpotLightHelper( light, color ) {
  27968. Object3D.call( this );
  27969. this.light = light;
  27970. this.light.updateMatrixWorld();
  27971. this.matrix = light.matrixWorld;
  27972. this.matrixAutoUpdate = false;
  27973. this.color = color;
  27974. var geometry = new BufferGeometry();
  27975. var positions = [
  27976. 0, 0, 0, 0, 0, 1,
  27977. 0, 0, 0, 1, 0, 1,
  27978. 0, 0, 0, - 1, 0, 1,
  27979. 0, 0, 0, 0, 1, 1,
  27980. 0, 0, 0, 0, - 1, 1
  27981. ];
  27982. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27983. var p1 = ( i / l ) * Math.PI * 2;
  27984. var p2 = ( j / l ) * Math.PI * 2;
  27985. positions.push(
  27986. Math.cos( p1 ), Math.sin( p1 ), 1,
  27987. Math.cos( p2 ), Math.sin( p2 ), 1
  27988. );
  27989. }
  27990. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27991. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27992. this.cone = new LineSegments( geometry, material );
  27993. this.add( this.cone );
  27994. this.update();
  27995. }
  27996. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27997. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27998. SpotLightHelper.prototype.dispose = function () {
  27999. this.cone.geometry.dispose();
  28000. this.cone.material.dispose();
  28001. };
  28002. SpotLightHelper.prototype.update = function () {
  28003. this.light.updateMatrixWorld();
  28004. var coneLength = this.light.distance ? this.light.distance : 1000;
  28005. var coneWidth = coneLength * Math.tan( this.light.angle );
  28006. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28007. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28008. this.cone.lookAt( _vector$8 );
  28009. if ( this.color !== undefined ) {
  28010. this.cone.material.color.set( this.color );
  28011. } else {
  28012. this.cone.material.color.copy( this.light.color );
  28013. }
  28014. };
  28015. /**
  28016. * @author Sean Griffin / http://twitter.com/sgrif
  28017. * @author Michael Guerrero / http://realitymeltdown.com
  28018. * @author mrdoob / http://mrdoob.com/
  28019. * @author ikerr / http://verold.com
  28020. * @author Mugen87 / https://github.com/Mugen87
  28021. */
  28022. var _vector$9 = new Vector3();
  28023. var _boneMatrix = new Matrix4();
  28024. var _matrixWorldInv = new Matrix4();
  28025. function getBoneList( object ) {
  28026. var boneList = [];
  28027. if ( object && object.isBone ) {
  28028. boneList.push( object );
  28029. }
  28030. for ( var i = 0; i < object.children.length; i ++ ) {
  28031. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28032. }
  28033. return boneList;
  28034. }
  28035. function SkeletonHelper( object ) {
  28036. var bones = getBoneList( object );
  28037. var geometry = new BufferGeometry();
  28038. var vertices = [];
  28039. var colors = [];
  28040. var color1 = new Color( 0, 0, 1 );
  28041. var color2 = new Color( 0, 1, 0 );
  28042. for ( var i = 0; i < bones.length; i ++ ) {
  28043. var bone = bones[ i ];
  28044. if ( bone.parent && bone.parent.isBone ) {
  28045. vertices.push( 0, 0, 0 );
  28046. vertices.push( 0, 0, 0 );
  28047. colors.push( color1.r, color1.g, color1.b );
  28048. colors.push( color2.r, color2.g, color2.b );
  28049. }
  28050. }
  28051. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28052. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28053. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28054. LineSegments.call( this, geometry, material );
  28055. this.type = 'SkeletonHelper';
  28056. this.root = object;
  28057. this.bones = bones;
  28058. this.matrix = object.matrixWorld;
  28059. this.matrixAutoUpdate = false;
  28060. }
  28061. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28062. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28063. SkeletonHelper.prototype.isSkeletonHelper = true;
  28064. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28065. var bones = this.bones;
  28066. var geometry = this.geometry;
  28067. var position = geometry.getAttribute( 'position' );
  28068. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28069. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28070. var bone = bones[ i ];
  28071. if ( bone.parent && bone.parent.isBone ) {
  28072. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28073. _vector$9.setFromMatrixPosition( _boneMatrix );
  28074. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28075. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28076. _vector$9.setFromMatrixPosition( _boneMatrix );
  28077. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28078. j += 2;
  28079. }
  28080. }
  28081. geometry.getAttribute( 'position' ).needsUpdate = true;
  28082. Object3D.prototype.updateMatrixWorld.call( this, force );
  28083. };
  28084. /**
  28085. * @author alteredq / http://alteredqualia.com/
  28086. * @author mrdoob / http://mrdoob.com/
  28087. */
  28088. function PointLightHelper( light, sphereSize, color ) {
  28089. this.light = light;
  28090. this.light.updateMatrixWorld();
  28091. this.color = color;
  28092. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28093. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28094. Mesh.call( this, geometry, material );
  28095. this.type = 'PointLightHelper';
  28096. this.matrix = this.light.matrixWorld;
  28097. this.matrixAutoUpdate = false;
  28098. this.update();
  28099. /*
  28100. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28101. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28102. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28103. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28104. const d = light.distance;
  28105. if ( d === 0.0 ) {
  28106. this.lightDistance.visible = false;
  28107. } else {
  28108. this.lightDistance.scale.set( d, d, d );
  28109. }
  28110. this.add( this.lightDistance );
  28111. */
  28112. }
  28113. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28114. PointLightHelper.prototype.constructor = PointLightHelper;
  28115. PointLightHelper.prototype.dispose = function () {
  28116. this.geometry.dispose();
  28117. this.material.dispose();
  28118. };
  28119. PointLightHelper.prototype.update = function () {
  28120. if ( this.color !== undefined ) {
  28121. this.material.color.set( this.color );
  28122. } else {
  28123. this.material.color.copy( this.light.color );
  28124. }
  28125. /*
  28126. const d = this.light.distance;
  28127. if ( d === 0.0 ) {
  28128. this.lightDistance.visible = false;
  28129. } else {
  28130. this.lightDistance.visible = true;
  28131. this.lightDistance.scale.set( d, d, d );
  28132. }
  28133. */
  28134. };
  28135. /**
  28136. * @author alteredq / http://alteredqualia.com/
  28137. * @author mrdoob / http://mrdoob.com/
  28138. * @author Mugen87 / https://github.com/Mugen87
  28139. */
  28140. var _vector$a = new Vector3();
  28141. var _color1 = new Color();
  28142. var _color2 = new Color();
  28143. function HemisphereLightHelper( light, size, color ) {
  28144. Object3D.call( this );
  28145. this.light = light;
  28146. this.light.updateMatrixWorld();
  28147. this.matrix = light.matrixWorld;
  28148. this.matrixAutoUpdate = false;
  28149. this.color = color;
  28150. var geometry = new OctahedronBufferGeometry( size );
  28151. geometry.rotateY( Math.PI * 0.5 );
  28152. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28153. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28154. var position = geometry.getAttribute( 'position' );
  28155. var colors = new Float32Array( position.count * 3 );
  28156. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28157. this.add( new Mesh( geometry, this.material ) );
  28158. this.update();
  28159. }
  28160. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28161. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28162. HemisphereLightHelper.prototype.dispose = function () {
  28163. this.children[ 0 ].geometry.dispose();
  28164. this.children[ 0 ].material.dispose();
  28165. };
  28166. HemisphereLightHelper.prototype.update = function () {
  28167. var mesh = this.children[ 0 ];
  28168. if ( this.color !== undefined ) {
  28169. this.material.color.set( this.color );
  28170. } else {
  28171. var colors = mesh.geometry.getAttribute( 'color' );
  28172. _color1.copy( this.light.color );
  28173. _color2.copy( this.light.groundColor );
  28174. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28175. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28176. colors.setXYZ( i, color.r, color.g, color.b );
  28177. }
  28178. colors.needsUpdate = true;
  28179. }
  28180. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28181. };
  28182. /**
  28183. * @author mrdoob / http://mrdoob.com/
  28184. */
  28185. function GridHelper( size, divisions, color1, color2 ) {
  28186. size = size || 10;
  28187. divisions = divisions || 10;
  28188. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28189. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28190. var center = divisions / 2;
  28191. var step = size / divisions;
  28192. var halfSize = size / 2;
  28193. var vertices = [], colors = [];
  28194. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28195. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28196. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28197. var color = i === center ? color1 : color2;
  28198. color.toArray( colors, j ); j += 3;
  28199. color.toArray( colors, j ); j += 3;
  28200. color.toArray( colors, j ); j += 3;
  28201. color.toArray( colors, j ); j += 3;
  28202. }
  28203. var geometry = new BufferGeometry();
  28204. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28205. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28206. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28207. LineSegments.call( this, geometry, material );
  28208. this.type = 'GridHelper';
  28209. }
  28210. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28211. constructor: GridHelper,
  28212. copy: function ( source ) {
  28213. LineSegments.prototype.copy.call( this, source );
  28214. this.geometry.copy( source.geometry );
  28215. this.material.copy( source.material );
  28216. return this;
  28217. },
  28218. clone: function () {
  28219. return new this.constructor().copy( this );
  28220. }
  28221. } );
  28222. /**
  28223. * @author mrdoob / http://mrdoob.com/
  28224. * @author Mugen87 / http://github.com/Mugen87
  28225. * @author Hectate / http://www.github.com/Hectate
  28226. */
  28227. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28228. radius = radius || 10;
  28229. radials = radials || 16;
  28230. circles = circles || 8;
  28231. divisions = divisions || 64;
  28232. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28233. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28234. var vertices = [];
  28235. var colors = [];
  28236. // create the radials
  28237. for ( var i = 0; i <= radials; i ++ ) {
  28238. var v = ( i / radials ) * ( Math.PI * 2 );
  28239. var x = Math.sin( v ) * radius;
  28240. var z = Math.cos( v ) * radius;
  28241. vertices.push( 0, 0, 0 );
  28242. vertices.push( x, 0, z );
  28243. var color = ( i & 1 ) ? color1 : color2;
  28244. colors.push( color.r, color.g, color.b );
  28245. colors.push( color.r, color.g, color.b );
  28246. }
  28247. // create the circles
  28248. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28249. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28250. var r = radius - ( radius / circles * i$1 );
  28251. for ( var j = 0; j < divisions; j ++ ) {
  28252. // first vertex
  28253. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28254. var x$1 = Math.sin( v$1 ) * r;
  28255. var z$1 = Math.cos( v$1 ) * r;
  28256. vertices.push( x$1, 0, z$1 );
  28257. colors.push( color$1.r, color$1.g, color$1.b );
  28258. // second vertex
  28259. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28260. x$1 = Math.sin( v$1 ) * r;
  28261. z$1 = Math.cos( v$1 ) * r;
  28262. vertices.push( x$1, 0, z$1 );
  28263. colors.push( color$1.r, color$1.g, color$1.b );
  28264. }
  28265. }
  28266. var geometry = new BufferGeometry();
  28267. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28268. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28269. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28270. LineSegments.call( this, geometry, material );
  28271. this.type = 'PolarGridHelper';
  28272. }
  28273. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28274. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28275. /**
  28276. * @author alteredq / http://alteredqualia.com/
  28277. * @author mrdoob / http://mrdoob.com/
  28278. * @author WestLangley / http://github.com/WestLangley
  28279. */
  28280. var _v1$5 = new Vector3();
  28281. var _v2$3 = new Vector3();
  28282. var _v3$1 = new Vector3();
  28283. function DirectionalLightHelper( light, size, color ) {
  28284. Object3D.call( this );
  28285. this.light = light;
  28286. this.light.updateMatrixWorld();
  28287. this.matrix = light.matrixWorld;
  28288. this.matrixAutoUpdate = false;
  28289. this.color = color;
  28290. if ( size === undefined ) { size = 1; }
  28291. var geometry = new BufferGeometry();
  28292. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28293. - size, size, 0,
  28294. size, size, 0,
  28295. size, - size, 0,
  28296. - size, - size, 0,
  28297. - size, size, 0
  28298. ], 3 ) );
  28299. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28300. this.lightPlane = new Line( geometry, material );
  28301. this.add( this.lightPlane );
  28302. geometry = new BufferGeometry();
  28303. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28304. this.targetLine = new Line( geometry, material );
  28305. this.add( this.targetLine );
  28306. this.update();
  28307. }
  28308. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28309. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28310. DirectionalLightHelper.prototype.dispose = function () {
  28311. this.lightPlane.geometry.dispose();
  28312. this.lightPlane.material.dispose();
  28313. this.targetLine.geometry.dispose();
  28314. this.targetLine.material.dispose();
  28315. };
  28316. DirectionalLightHelper.prototype.update = function () {
  28317. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28318. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28319. _v3$1.subVectors( _v2$3, _v1$5 );
  28320. this.lightPlane.lookAt( _v2$3 );
  28321. if ( this.color !== undefined ) {
  28322. this.lightPlane.material.color.set( this.color );
  28323. this.targetLine.material.color.set( this.color );
  28324. } else {
  28325. this.lightPlane.material.color.copy( this.light.color );
  28326. this.targetLine.material.color.copy( this.light.color );
  28327. }
  28328. this.targetLine.lookAt( _v2$3 );
  28329. this.targetLine.scale.z = _v3$1.length();
  28330. };
  28331. /**
  28332. * @author alteredq / http://alteredqualia.com/
  28333. * @author Mugen87 / https://github.com/Mugen87
  28334. *
  28335. * - shows frustum, line of sight and up of the camera
  28336. * - suitable for fast updates
  28337. * - based on frustum visualization in lightgl.js shadowmap example
  28338. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28339. */
  28340. var _vector$b = new Vector3();
  28341. var _camera = new Camera();
  28342. function CameraHelper( camera ) {
  28343. var geometry = new BufferGeometry();
  28344. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28345. var vertices = [];
  28346. var colors = [];
  28347. var pointMap = {};
  28348. // colors
  28349. var colorFrustum = new Color( 0xffaa00 );
  28350. var colorCone = new Color( 0xff0000 );
  28351. var colorUp = new Color( 0x00aaff );
  28352. var colorTarget = new Color( 0xffffff );
  28353. var colorCross = new Color( 0x333333 );
  28354. // near
  28355. addLine( 'n1', 'n2', colorFrustum );
  28356. addLine( 'n2', 'n4', colorFrustum );
  28357. addLine( 'n4', 'n3', colorFrustum );
  28358. addLine( 'n3', 'n1', colorFrustum );
  28359. // far
  28360. addLine( 'f1', 'f2', colorFrustum );
  28361. addLine( 'f2', 'f4', colorFrustum );
  28362. addLine( 'f4', 'f3', colorFrustum );
  28363. addLine( 'f3', 'f1', colorFrustum );
  28364. // sides
  28365. addLine( 'n1', 'f1', colorFrustum );
  28366. addLine( 'n2', 'f2', colorFrustum );
  28367. addLine( 'n3', 'f3', colorFrustum );
  28368. addLine( 'n4', 'f4', colorFrustum );
  28369. // cone
  28370. addLine( 'p', 'n1', colorCone );
  28371. addLine( 'p', 'n2', colorCone );
  28372. addLine( 'p', 'n3', colorCone );
  28373. addLine( 'p', 'n4', colorCone );
  28374. // up
  28375. addLine( 'u1', 'u2', colorUp );
  28376. addLine( 'u2', 'u3', colorUp );
  28377. addLine( 'u3', 'u1', colorUp );
  28378. // target
  28379. addLine( 'c', 't', colorTarget );
  28380. addLine( 'p', 'c', colorCross );
  28381. // cross
  28382. addLine( 'cn1', 'cn2', colorCross );
  28383. addLine( 'cn3', 'cn4', colorCross );
  28384. addLine( 'cf1', 'cf2', colorCross );
  28385. addLine( 'cf3', 'cf4', colorCross );
  28386. function addLine( a, b, color ) {
  28387. addPoint( a, color );
  28388. addPoint( b, color );
  28389. }
  28390. function addPoint( id, color ) {
  28391. vertices.push( 0, 0, 0 );
  28392. colors.push( color.r, color.g, color.b );
  28393. if ( pointMap[ id ] === undefined ) {
  28394. pointMap[ id ] = [];
  28395. }
  28396. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28397. }
  28398. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28399. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28400. LineSegments.call( this, geometry, material );
  28401. this.type = 'CameraHelper';
  28402. this.camera = camera;
  28403. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28404. this.matrix = camera.matrixWorld;
  28405. this.matrixAutoUpdate = false;
  28406. this.pointMap = pointMap;
  28407. this.update();
  28408. }
  28409. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28410. CameraHelper.prototype.constructor = CameraHelper;
  28411. CameraHelper.prototype.update = function () {
  28412. var geometry = this.geometry;
  28413. var pointMap = this.pointMap;
  28414. var w = 1, h = 1;
  28415. // we need just camera projection matrix inverse
  28416. // world matrix must be identity
  28417. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28418. // center / target
  28419. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28420. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28421. // near
  28422. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28423. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28424. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28425. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28426. // far
  28427. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28428. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28429. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28430. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28431. // up
  28432. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28433. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28434. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28435. // cross
  28436. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28437. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28438. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28439. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28440. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28441. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28442. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28443. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28444. geometry.getAttribute( 'position' ).needsUpdate = true;
  28445. };
  28446. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28447. _vector$b.set( x, y, z ).unproject( camera );
  28448. var points = pointMap[ point ];
  28449. if ( points !== undefined ) {
  28450. var position = geometry.getAttribute( 'position' );
  28451. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28452. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28453. }
  28454. }
  28455. }
  28456. /**
  28457. * @author mrdoob / http://mrdoob.com/
  28458. * @author Mugen87 / http://github.com/Mugen87
  28459. */
  28460. var _box$3 = new Box3();
  28461. function BoxHelper( object, color ) {
  28462. this.object = object;
  28463. if ( color === undefined ) { color = 0xffff00; }
  28464. 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 ] );
  28465. var positions = new Float32Array( 8 * 3 );
  28466. var geometry = new BufferGeometry();
  28467. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28468. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28469. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28470. this.type = 'BoxHelper';
  28471. this.matrixAutoUpdate = false;
  28472. this.update();
  28473. }
  28474. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28475. BoxHelper.prototype.constructor = BoxHelper;
  28476. BoxHelper.prototype.update = function ( object ) {
  28477. if ( object !== undefined ) {
  28478. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28479. }
  28480. if ( this.object !== undefined ) {
  28481. _box$3.setFromObject( this.object );
  28482. }
  28483. if ( _box$3.isEmpty() ) { return; }
  28484. var min = _box$3.min;
  28485. var max = _box$3.max;
  28486. /*
  28487. 5____4
  28488. 1/___0/|
  28489. | 6__|_7
  28490. 2/___3/
  28491. 0: max.x, max.y, max.z
  28492. 1: min.x, max.y, max.z
  28493. 2: min.x, min.y, max.z
  28494. 3: max.x, min.y, max.z
  28495. 4: max.x, max.y, min.z
  28496. 5: min.x, max.y, min.z
  28497. 6: min.x, min.y, min.z
  28498. 7: max.x, min.y, min.z
  28499. */
  28500. var position = this.geometry.attributes.position;
  28501. var array = position.array;
  28502. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28503. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28504. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28505. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28506. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28507. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28508. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28509. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28510. position.needsUpdate = true;
  28511. this.geometry.computeBoundingSphere();
  28512. };
  28513. BoxHelper.prototype.setFromObject = function ( object ) {
  28514. this.object = object;
  28515. this.update();
  28516. return this;
  28517. };
  28518. BoxHelper.prototype.copy = function ( source ) {
  28519. LineSegments.prototype.copy.call( this, source );
  28520. this.object = source.object;
  28521. return this;
  28522. };
  28523. BoxHelper.prototype.clone = function () {
  28524. return new this.constructor().copy( this );
  28525. };
  28526. /**
  28527. * @author WestLangley / http://github.com/WestLangley
  28528. */
  28529. function Box3Helper( box, color ) {
  28530. this.type = 'Box3Helper';
  28531. this.box = box;
  28532. color = color || 0xffff00;
  28533. 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 ] );
  28534. 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 ];
  28535. var geometry = new BufferGeometry();
  28536. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28537. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28538. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28539. this.type = 'Box3Helper';
  28540. this.geometry.computeBoundingSphere();
  28541. }
  28542. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28543. Box3Helper.prototype.constructor = Box3Helper;
  28544. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28545. var box = this.box;
  28546. if ( box.isEmpty() ) { return; }
  28547. box.getCenter( this.position );
  28548. box.getSize( this.scale );
  28549. this.scale.multiplyScalar( 0.5 );
  28550. Object3D.prototype.updateMatrixWorld.call( this, force );
  28551. };
  28552. /**
  28553. * @author WestLangley / http://github.com/WestLangley
  28554. */
  28555. function PlaneHelper( plane, size, hex ) {
  28556. this.plane = plane;
  28557. this.size = ( size === undefined ) ? 1 : size;
  28558. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28559. 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 ];
  28560. var geometry = new BufferGeometry();
  28561. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28562. geometry.computeBoundingSphere();
  28563. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28564. this.type = 'PlaneHelper';
  28565. //
  28566. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28567. var geometry2 = new BufferGeometry();
  28568. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28569. geometry2.computeBoundingSphere();
  28570. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28571. }
  28572. PlaneHelper.prototype = Object.create( Line.prototype );
  28573. PlaneHelper.prototype.constructor = PlaneHelper;
  28574. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28575. var scale = - this.plane.constant;
  28576. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28577. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28578. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28579. this.lookAt( this.plane.normal );
  28580. Object3D.prototype.updateMatrixWorld.call( this, force );
  28581. };
  28582. /**
  28583. * @author WestLangley / http://github.com/WestLangley
  28584. * @author zz85 / http://github.com/zz85
  28585. * @author bhouston / http://clara.io
  28586. *
  28587. * Creates an arrow for visualizing directions
  28588. *
  28589. * Parameters:
  28590. * dir - Vector3
  28591. * origin - Vector3
  28592. * length - Number
  28593. * color - color in hex value
  28594. * headLength - Number
  28595. * headWidth - Number
  28596. */
  28597. var _axis = new Vector3();
  28598. var _lineGeometry, _coneGeometry;
  28599. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28600. // dir is assumed to be normalized
  28601. Object3D.call( this );
  28602. this.type = 'ArrowHelper';
  28603. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28604. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28605. if ( length === undefined ) { length = 1; }
  28606. if ( color === undefined ) { color = 0xffff00; }
  28607. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28608. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28609. if ( _lineGeometry === undefined ) {
  28610. _lineGeometry = new BufferGeometry();
  28611. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28612. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28613. _coneGeometry.translate( 0, - 0.5, 0 );
  28614. }
  28615. this.position.copy( origin );
  28616. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28617. this.line.matrixAutoUpdate = false;
  28618. this.add( this.line );
  28619. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28620. this.cone.matrixAutoUpdate = false;
  28621. this.add( this.cone );
  28622. this.setDirection( dir );
  28623. this.setLength( length, headLength, headWidth );
  28624. }
  28625. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28626. ArrowHelper.prototype.constructor = ArrowHelper;
  28627. ArrowHelper.prototype.setDirection = function ( dir ) {
  28628. // dir is assumed to be normalized
  28629. if ( dir.y > 0.99999 ) {
  28630. this.quaternion.set( 0, 0, 0, 1 );
  28631. } else if ( dir.y < - 0.99999 ) {
  28632. this.quaternion.set( 1, 0, 0, 0 );
  28633. } else {
  28634. _axis.set( dir.z, 0, - dir.x ).normalize();
  28635. var radians = Math.acos( dir.y );
  28636. this.quaternion.setFromAxisAngle( _axis, radians );
  28637. }
  28638. };
  28639. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28640. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28641. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28642. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28643. this.line.updateMatrix();
  28644. this.cone.scale.set( headWidth, headLength, headWidth );
  28645. this.cone.position.y = length;
  28646. this.cone.updateMatrix();
  28647. };
  28648. ArrowHelper.prototype.setColor = function ( color ) {
  28649. this.line.material.color.set( color );
  28650. this.cone.material.color.set( color );
  28651. };
  28652. ArrowHelper.prototype.copy = function ( source ) {
  28653. Object3D.prototype.copy.call( this, source, false );
  28654. this.line.copy( source.line );
  28655. this.cone.copy( source.cone );
  28656. return this;
  28657. };
  28658. ArrowHelper.prototype.clone = function () {
  28659. return new this.constructor().copy( this );
  28660. };
  28661. /**
  28662. * @author sroucheray / http://sroucheray.org/
  28663. * @author mrdoob / http://mrdoob.com/
  28664. */
  28665. function AxesHelper( size ) {
  28666. size = size || 1;
  28667. var vertices = [
  28668. 0, 0, 0, size, 0, 0,
  28669. 0, 0, 0, 0, size, 0,
  28670. 0, 0, 0, 0, 0, size
  28671. ];
  28672. var colors = [
  28673. 1, 0, 0, 1, 0.6, 0,
  28674. 0, 1, 0, 0.6, 1, 0,
  28675. 0, 0, 1, 0, 0.6, 1
  28676. ];
  28677. var geometry = new BufferGeometry();
  28678. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28679. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28680. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28681. LineSegments.call( this, geometry, material );
  28682. this.type = 'AxesHelper';
  28683. }
  28684. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28685. AxesHelper.prototype.constructor = AxesHelper;
  28686. /**
  28687. * @author Emmett Lalish / elalish
  28688. *
  28689. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28690. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28691. * blur to be quickly accessed based on material roughness. It is packed into a
  28692. * special CubeUV format that allows us to perform custom interpolation so that
  28693. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28694. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28695. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28696. * higher roughness levels. In this way we maintain resolution to smoothly
  28697. * interpolate diffuse lighting while limiting sampling computation.
  28698. */
  28699. var LOD_MIN = 4;
  28700. var LOD_MAX = 8;
  28701. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28702. // The standard deviations (radians) associated with the extra mips. These are
  28703. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28704. // geometric shadowing function. These sigma values squared must match the
  28705. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28706. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28707. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28708. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28709. // samples and exit early, but not recompile the shader.
  28710. var MAX_SAMPLES = 20;
  28711. var ENCODINGS = {};
  28712. ENCODINGS[ LinearEncoding ] = 0;
  28713. ENCODINGS[ sRGBEncoding ] = 1;
  28714. ENCODINGS[ RGBEEncoding ] = 2;
  28715. ENCODINGS[ RGBM7Encoding ] = 3;
  28716. ENCODINGS[ RGBM16Encoding ] = 4;
  28717. ENCODINGS[ RGBDEncoding ] = 5;
  28718. ENCODINGS[ GammaEncoding ] = 6;
  28719. var _flatCamera = new OrthographicCamera();
  28720. var ref = _createPlanes();
  28721. var _lodPlanes = ref._lodPlanes;
  28722. var _sizeLods = ref._sizeLods;
  28723. var _sigmas = ref._sigmas;
  28724. var _oldTarget = null;
  28725. // Golden Ratio
  28726. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28727. var INV_PHI = 1 / PHI;
  28728. // Vertices of a dodecahedron (except the opposites, which represent the
  28729. // same axis), used as axis directions evenly spread on a sphere.
  28730. var _axisDirections = [
  28731. new Vector3( 1, 1, 1 ),
  28732. new Vector3( - 1, 1, 1 ),
  28733. new Vector3( 1, 1, - 1 ),
  28734. new Vector3( - 1, 1, - 1 ),
  28735. new Vector3( 0, PHI, INV_PHI ),
  28736. new Vector3( 0, PHI, - INV_PHI ),
  28737. new Vector3( INV_PHI, 0, PHI ),
  28738. new Vector3( - INV_PHI, 0, PHI ),
  28739. new Vector3( PHI, INV_PHI, 0 ),
  28740. new Vector3( - PHI, INV_PHI, 0 ) ];
  28741. function PMREMGenerator( renderer ) {
  28742. this._renderer = renderer;
  28743. this._pingPongRenderTarget = null;
  28744. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28745. this._equirectShader = null;
  28746. this._cubemapShader = null;
  28747. this._compileMaterial( this._blurMaterial );
  28748. }
  28749. PMREMGenerator.prototype = {
  28750. constructor: PMREMGenerator,
  28751. /**
  28752. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28753. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28754. * in radians to be applied to the scene before PMREM generation. Optional near
  28755. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28756. * is placed at the origin).
  28757. */
  28758. fromScene: function ( scene, sigma, near, far ) {
  28759. if ( sigma === void 0 ) sigma = 0;
  28760. if ( near === void 0 ) near = 0.1;
  28761. if ( far === void 0 ) far = 100;
  28762. _oldTarget = this._renderer.getRenderTarget();
  28763. var cubeUVRenderTarget = this._allocateTargets();
  28764. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28765. if ( sigma > 0 ) {
  28766. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28767. }
  28768. this._applyPMREM( cubeUVRenderTarget );
  28769. this._cleanup( cubeUVRenderTarget );
  28770. return cubeUVRenderTarget;
  28771. },
  28772. /**
  28773. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28774. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28775. * as this matches best with the 256 x 256 cubemap output.
  28776. */
  28777. fromEquirectangular: function ( equirectangular ) {
  28778. equirectangular.magFilter = NearestFilter;
  28779. equirectangular.minFilter = NearestFilter;
  28780. equirectangular.generateMipmaps = false;
  28781. return this.fromCubemap( equirectangular );
  28782. },
  28783. /**
  28784. * Generates a PMREM from an cubemap texture, which can be either LDR
  28785. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28786. * as this matches best with the 256 x 256 cubemap output.
  28787. */
  28788. fromCubemap: function ( cubemap ) {
  28789. _oldTarget = this._renderer.getRenderTarget();
  28790. var cubeUVRenderTarget = this._allocateTargets( cubemap );
  28791. this._textureToCubeUV( cubemap, cubeUVRenderTarget );
  28792. this._applyPMREM( cubeUVRenderTarget );
  28793. this._cleanup( cubeUVRenderTarget );
  28794. return cubeUVRenderTarget;
  28795. },
  28796. /**
  28797. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28798. * your texture's network fetch for increased concurrency.
  28799. */
  28800. compileCubemapShader: function () {
  28801. if ( this._cubemapShader === null ) {
  28802. this._cubemapShader = _getCubemapShader();
  28803. this._compileMaterial( this._cubemapShader );
  28804. }
  28805. },
  28806. /**
  28807. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28808. * your texture's network fetch for increased concurrency.
  28809. */
  28810. compileEquirectangularShader: function () {
  28811. if ( this._equirectShader === null ) {
  28812. this._equirectShader = _getEquirectShader();
  28813. this._compileMaterial( this._equirectShader );
  28814. }
  28815. },
  28816. /**
  28817. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28818. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28819. * one of them will cause any others to also become unusable.
  28820. */
  28821. dispose: function () {
  28822. this._blurMaterial.dispose();
  28823. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28824. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28825. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28826. _lodPlanes[ i ].dispose();
  28827. }
  28828. },
  28829. // private interface
  28830. _cleanup: function ( outputTarget ) {
  28831. this._pingPongRenderTarget.dispose();
  28832. this._renderer.setRenderTarget( _oldTarget );
  28833. outputTarget.scissorTest = false;
  28834. // reset viewport and scissor
  28835. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28836. },
  28837. _allocateTargets: function ( equirectangular ) {
  28838. var params = {
  28839. magFilter: NearestFilter,
  28840. minFilter: NearestFilter,
  28841. generateMipmaps: false,
  28842. type: UnsignedByteType,
  28843. format: RGBEFormat,
  28844. encoding: _isLDR( equirectangular ) ? equirectangular.encoding : RGBEEncoding,
  28845. depthBuffer: false,
  28846. stencilBuffer: false
  28847. };
  28848. var cubeUVRenderTarget = _createRenderTarget( params );
  28849. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28850. this._pingPongRenderTarget = _createRenderTarget( params );
  28851. return cubeUVRenderTarget;
  28852. },
  28853. _compileMaterial: function ( material ) {
  28854. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28855. this._renderer.compile( tmpMesh, _flatCamera );
  28856. },
  28857. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28858. var fov = 90;
  28859. var aspect = 1;
  28860. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28861. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28862. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28863. var renderer = this._renderer;
  28864. var outputEncoding = renderer.outputEncoding;
  28865. var toneMapping = renderer.toneMapping;
  28866. var toneMappingExposure = renderer.toneMappingExposure;
  28867. var clearColor = renderer.getClearColor();
  28868. var clearAlpha = renderer.getClearAlpha();
  28869. renderer.toneMapping = LinearToneMapping;
  28870. renderer.toneMappingExposure = 1.0;
  28871. renderer.outputEncoding = LinearEncoding;
  28872. var background = scene.background;
  28873. if ( background && background.isColor ) {
  28874. background.convertSRGBToLinear();
  28875. // Convert linear to RGBE
  28876. var maxComponent = Math.max( background.r, background.g, background.b );
  28877. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28878. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28879. var alpha = ( fExp + 128.0 ) / 255.0;
  28880. renderer.setClearColor( background, alpha );
  28881. scene.background = null;
  28882. }
  28883. for ( var i = 0; i < 6; i ++ ) {
  28884. var col = i % 3;
  28885. if ( col == 0 ) {
  28886. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28887. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28888. } else if ( col == 1 ) {
  28889. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28890. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28891. } else {
  28892. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28893. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28894. }
  28895. _setViewport( cubeUVRenderTarget,
  28896. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28897. renderer.setRenderTarget( cubeUVRenderTarget );
  28898. renderer.render( scene, cubeCamera );
  28899. }
  28900. renderer.toneMapping = toneMapping;
  28901. renderer.toneMappingExposure = toneMappingExposure;
  28902. renderer.outputEncoding = outputEncoding;
  28903. renderer.setClearColor( clearColor, clearAlpha );
  28904. },
  28905. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  28906. var renderer = this._renderer;
  28907. if ( texture.isCubeTexture ) {
  28908. if ( this._cubemapShader == null ) {
  28909. this._cubemapShader = _getCubemapShader();
  28910. }
  28911. } else {
  28912. if ( this._equirectShader == null ) {
  28913. this._equirectShader = _getEquirectShader();
  28914. }
  28915. }
  28916. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28917. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  28918. var uniforms = material.uniforms;
  28919. uniforms[ 'envMap' ].value = texture;
  28920. if ( ! texture.isCubeTexture ) {
  28921. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28922. }
  28923. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28924. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  28925. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28926. renderer.setRenderTarget( cubeUVRenderTarget );
  28927. renderer.render( mesh, _flatCamera );
  28928. },
  28929. _applyPMREM: function ( cubeUVRenderTarget ) {
  28930. var renderer = this._renderer;
  28931. var autoClear = renderer.autoClear;
  28932. renderer.autoClear = false;
  28933. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28934. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28935. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28936. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28937. }
  28938. renderer.autoClear = autoClear;
  28939. },
  28940. /**
  28941. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28942. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28943. * the blur latitudinally (around the poles), and then longitudinally (towards
  28944. * the poles) to approximate the orthogonally-separable blur. It is least
  28945. * accurate at the poles, but still does a decent job.
  28946. */
  28947. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28948. var pingPongRenderTarget = this._pingPongRenderTarget;
  28949. this._halfBlur(
  28950. cubeUVRenderTarget,
  28951. pingPongRenderTarget,
  28952. lodIn,
  28953. lodOut,
  28954. sigma,
  28955. 'latitudinal',
  28956. poleAxis );
  28957. this._halfBlur(
  28958. pingPongRenderTarget,
  28959. cubeUVRenderTarget,
  28960. lodOut,
  28961. lodOut,
  28962. sigma,
  28963. 'longitudinal',
  28964. poleAxis );
  28965. },
  28966. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28967. var renderer = this._renderer;
  28968. var blurMaterial = this._blurMaterial;
  28969. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28970. console.error(
  28971. 'blur direction must be either latitudinal or longitudinal!' );
  28972. }
  28973. // Number of standard deviations at which to cut off the discrete approximation.
  28974. var STANDARD_DEVIATIONS = 3;
  28975. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  28976. var blurUniforms = blurMaterial.uniforms;
  28977. var pixels = _sizeLods[ lodIn ] - 1;
  28978. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28979. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28980. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28981. if ( samples > MAX_SAMPLES ) {
  28982. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28983. }
  28984. var weights = [];
  28985. var sum = 0;
  28986. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28987. var x$1 = i / sigmaPixels;
  28988. var weight = Math.exp( - x$1 * x$1 / 2 );
  28989. weights.push( weight );
  28990. if ( i == 0 ) {
  28991. sum += weight;
  28992. } else if ( i < samples ) {
  28993. sum += 2 * weight;
  28994. }
  28995. }
  28996. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  28997. weights[ i$1 ] = weights[ i$1 ] / sum;
  28998. }
  28999. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29000. blurUniforms[ 'samples' ].value = samples;
  29001. blurUniforms[ 'weights' ].value = weights;
  29002. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29003. if ( poleAxis ) {
  29004. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29005. }
  29006. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29007. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29008. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29009. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29010. var outputSize = _sizeLods[ lodOut ];
  29011. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29012. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29013. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29014. renderer.setRenderTarget( targetOut );
  29015. renderer.render( blurMesh, _flatCamera );
  29016. }
  29017. };
  29018. function _isLDR( texture ) {
  29019. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29020. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29021. }
  29022. function _createPlanes() {
  29023. var _lodPlanes = [];
  29024. var _sizeLods = [];
  29025. var _sigmas = [];
  29026. var lod = LOD_MAX;
  29027. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29028. var sizeLod = Math.pow( 2, lod );
  29029. _sizeLods.push( sizeLod );
  29030. var sigma = 1.0 / sizeLod;
  29031. if ( i > LOD_MAX - LOD_MIN ) {
  29032. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29033. } else if ( i == 0 ) {
  29034. sigma = 0;
  29035. }
  29036. _sigmas.push( sigma );
  29037. var texelSize = 1.0 / ( sizeLod - 1 );
  29038. var min = - texelSize / 2;
  29039. var max = 1 + texelSize / 2;
  29040. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29041. var cubeFaces = 6;
  29042. var vertices = 6;
  29043. var positionSize = 3;
  29044. var uvSize = 2;
  29045. var faceIndexSize = 1;
  29046. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29047. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29048. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29049. for ( var face = 0; face < cubeFaces; face ++ ) {
  29050. var x = ( face % 3 ) * 2 / 3 - 1;
  29051. var y = face > 2 ? 0 : - 1;
  29052. var coordinates = [
  29053. x, y, 0,
  29054. x + 2 / 3, y, 0,
  29055. x + 2 / 3, y + 1, 0,
  29056. x, y, 0,
  29057. x + 2 / 3, y + 1, 0,
  29058. x, y + 1, 0
  29059. ];
  29060. position.set( coordinates, positionSize * vertices * face );
  29061. uv.set( uv1, uvSize * vertices * face );
  29062. var fill = [ face, face, face, face, face, face ];
  29063. faceIndex.set( fill, faceIndexSize * vertices * face );
  29064. }
  29065. var planes = new BufferGeometry();
  29066. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29067. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29068. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29069. _lodPlanes.push( planes );
  29070. if ( lod > LOD_MIN ) {
  29071. lod --;
  29072. }
  29073. }
  29074. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29075. }
  29076. function _createRenderTarget( params ) {
  29077. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29078. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29079. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29080. cubeUVRenderTarget.scissorTest = true;
  29081. return cubeUVRenderTarget;
  29082. }
  29083. function _setViewport( target, x, y, width, height ) {
  29084. target.viewport.set( x, y, width, height );
  29085. target.scissor.set( x, y, width, height );
  29086. }
  29087. function _getBlurShader( maxSamples ) {
  29088. var weights = new Float32Array( maxSamples );
  29089. var poleAxis = new Vector3( 0, 1, 0 );
  29090. var shaderMaterial = new RawShaderMaterial( {
  29091. defines: { 'n': maxSamples },
  29092. uniforms: {
  29093. 'envMap': { value: null },
  29094. 'samples': { value: 1 },
  29095. 'weights': { value: weights },
  29096. 'latitudinal': { value: false },
  29097. 'dTheta': { value: 0 },
  29098. 'mipInt': { value: 0 },
  29099. 'poleAxis': { value: poleAxis },
  29100. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29101. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29102. },
  29103. vertexShader: _getCommonVertexShader(),
  29104. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29105. blending: NoBlending,
  29106. depthTest: false,
  29107. depthWrite: false
  29108. } );
  29109. shaderMaterial.type = 'SphericalGaussianBlur';
  29110. return shaderMaterial;
  29111. }
  29112. function _getEquirectShader() {
  29113. var texelSize = new Vector2( 1, 1 );
  29114. var shaderMaterial = new RawShaderMaterial( {
  29115. uniforms: {
  29116. 'envMap': { value: null },
  29117. 'texelSize': { value: texelSize },
  29118. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29119. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29120. },
  29121. vertexShader: _getCommonVertexShader(),
  29122. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#include <common>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv = equirectUv( outputDirection );\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29123. blending: NoBlending,
  29124. depthTest: false,
  29125. depthWrite: false
  29126. } );
  29127. shaderMaterial.type = 'EquirectangularToCubeUV';
  29128. return shaderMaterial;
  29129. }
  29130. function _getCubemapShader() {
  29131. var shaderMaterial = new RawShaderMaterial( {
  29132. uniforms: {
  29133. 'envMap': { value: null },
  29134. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29135. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29136. },
  29137. vertexShader: _getCommonVertexShader(),
  29138. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29139. blending: NoBlending,
  29140. depthTest: false,
  29141. depthWrite: false
  29142. } );
  29143. shaderMaterial.type = 'CubemapToCubeUV';
  29144. return shaderMaterial;
  29145. }
  29146. function _getCommonVertexShader() {
  29147. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\n\n// RH coordinate system; PMREM face-indexing convention\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\t} else if (face == 2.0) {\n\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\t} else if (face == 5.0) {\n\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\t}\n\treturn direction;\n}\n\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  29148. }
  29149. function _getEncodings() {
  29150. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  29151. }
  29152. /**
  29153. * @author mrdoob / http://mrdoob.com/
  29154. */
  29155. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29156. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29157. return new Face3( a, b, c, normal, color, materialIndex );
  29158. }
  29159. var LineStrip = 0;
  29160. var LinePieces = 1;
  29161. var NoColors = 0;
  29162. var FaceColors = 1;
  29163. var VertexColors = 2;
  29164. function MeshFaceMaterial( materials ) {
  29165. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29166. return materials;
  29167. }
  29168. function MultiMaterial( materials ) {
  29169. if ( materials === undefined ) { materials = []; }
  29170. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29171. materials.isMultiMaterial = true;
  29172. materials.materials = materials;
  29173. materials.clone = function () {
  29174. return materials.slice();
  29175. };
  29176. return materials;
  29177. }
  29178. function PointCloud( geometry, material ) {
  29179. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29180. return new Points( geometry, material );
  29181. }
  29182. function Particle( material ) {
  29183. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29184. return new Sprite( material );
  29185. }
  29186. function ParticleSystem( geometry, material ) {
  29187. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29188. return new Points( geometry, material );
  29189. }
  29190. function PointCloudMaterial( parameters ) {
  29191. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29192. return new PointsMaterial( parameters );
  29193. }
  29194. function ParticleBasicMaterial( parameters ) {
  29195. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29196. return new PointsMaterial( parameters );
  29197. }
  29198. function ParticleSystemMaterial( parameters ) {
  29199. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29200. return new PointsMaterial( parameters );
  29201. }
  29202. function Vertex( x, y, z ) {
  29203. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29204. return new Vector3( x, y, z );
  29205. }
  29206. //
  29207. function DynamicBufferAttribute( array, itemSize ) {
  29208. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29209. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29210. }
  29211. function Int8Attribute( array, itemSize ) {
  29212. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29213. return new Int8BufferAttribute( array, itemSize );
  29214. }
  29215. function Uint8Attribute( array, itemSize ) {
  29216. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29217. return new Uint8BufferAttribute( array, itemSize );
  29218. }
  29219. function Uint8ClampedAttribute( array, itemSize ) {
  29220. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29221. return new Uint8ClampedBufferAttribute( array, itemSize );
  29222. }
  29223. function Int16Attribute( array, itemSize ) {
  29224. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29225. return new Int16BufferAttribute( array, itemSize );
  29226. }
  29227. function Uint16Attribute( array, itemSize ) {
  29228. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29229. return new Uint16BufferAttribute( array, itemSize );
  29230. }
  29231. function Int32Attribute( array, itemSize ) {
  29232. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29233. return new Int32BufferAttribute( array, itemSize );
  29234. }
  29235. function Uint32Attribute( array, itemSize ) {
  29236. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29237. return new Uint32BufferAttribute( array, itemSize );
  29238. }
  29239. function Float32Attribute( array, itemSize ) {
  29240. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29241. return new Float32BufferAttribute( array, itemSize );
  29242. }
  29243. function Float64Attribute( array, itemSize ) {
  29244. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29245. return new Float64BufferAttribute( array, itemSize );
  29246. }
  29247. //
  29248. Curve.create = function ( construct, getPoint ) {
  29249. console.log( 'THREE.Curve.create() has been deprecated' );
  29250. construct.prototype = Object.create( Curve.prototype );
  29251. construct.prototype.constructor = construct;
  29252. construct.prototype.getPoint = getPoint;
  29253. return construct;
  29254. };
  29255. //
  29256. Object.assign( CurvePath.prototype, {
  29257. createPointsGeometry: function ( divisions ) {
  29258. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29259. // generate geometry from path points (for Line or Points objects)
  29260. var pts = this.getPoints( divisions );
  29261. return this.createGeometry( pts );
  29262. },
  29263. createSpacedPointsGeometry: function ( divisions ) {
  29264. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29265. // generate geometry from equidistant sampling along the path
  29266. var pts = this.getSpacedPoints( divisions );
  29267. return this.createGeometry( pts );
  29268. },
  29269. createGeometry: function ( points ) {
  29270. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29271. var geometry = new Geometry();
  29272. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29273. var point = points[ i ];
  29274. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29275. }
  29276. return geometry;
  29277. }
  29278. } );
  29279. //
  29280. Object.assign( Path.prototype, {
  29281. fromPoints: function ( points ) {
  29282. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29283. return this.setFromPoints( points );
  29284. }
  29285. } );
  29286. //
  29287. function ClosedSplineCurve3( points ) {
  29288. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29289. CatmullRomCurve3.call( this, points );
  29290. this.type = 'catmullrom';
  29291. this.closed = true;
  29292. }
  29293. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29294. //
  29295. function SplineCurve3( points ) {
  29296. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29297. CatmullRomCurve3.call( this, points );
  29298. this.type = 'catmullrom';
  29299. }
  29300. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29301. //
  29302. function Spline( points ) {
  29303. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29304. CatmullRomCurve3.call( this, points );
  29305. this.type = 'catmullrom';
  29306. }
  29307. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29308. Object.assign( Spline.prototype, {
  29309. initFromArray: function ( /* a */ ) {
  29310. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29311. },
  29312. getControlPointsArray: function ( /* optionalTarget */ ) {
  29313. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29314. },
  29315. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29316. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29317. }
  29318. } );
  29319. //
  29320. function AxisHelper( size ) {
  29321. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29322. return new AxesHelper( size );
  29323. }
  29324. function BoundingBoxHelper( object, color ) {
  29325. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29326. return new BoxHelper( object, color );
  29327. }
  29328. function EdgesHelper( object, hex ) {
  29329. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29330. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29331. }
  29332. GridHelper.prototype.setColors = function () {
  29333. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29334. };
  29335. SkeletonHelper.prototype.update = function () {
  29336. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29337. };
  29338. function WireframeHelper( object, hex ) {
  29339. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29340. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29341. }
  29342. //
  29343. Object.assign( Loader.prototype, {
  29344. extractUrlBase: function ( url ) {
  29345. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29346. return LoaderUtils.extractUrlBase( url );
  29347. }
  29348. } );
  29349. Loader.Handlers = {
  29350. add: function ( /* regex, loader */ ) {
  29351. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29352. },
  29353. get: function ( /* file */ ) {
  29354. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29355. }
  29356. };
  29357. function XHRLoader( manager ) {
  29358. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29359. return new FileLoader( manager );
  29360. }
  29361. function BinaryTextureLoader( manager ) {
  29362. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29363. return new DataTextureLoader( manager );
  29364. }
  29365. Object.assign( ObjectLoader.prototype, {
  29366. setTexturePath: function ( value ) {
  29367. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29368. return this.setResourcePath( value );
  29369. }
  29370. } );
  29371. //
  29372. Object.assign( Box2.prototype, {
  29373. center: function ( optionalTarget ) {
  29374. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29375. return this.getCenter( optionalTarget );
  29376. },
  29377. empty: function () {
  29378. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29379. return this.isEmpty();
  29380. },
  29381. isIntersectionBox: function ( box ) {
  29382. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29383. return this.intersectsBox( box );
  29384. },
  29385. size: function ( optionalTarget ) {
  29386. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29387. return this.getSize( optionalTarget );
  29388. }
  29389. } );
  29390. Object.assign( Box3.prototype, {
  29391. center: function ( optionalTarget ) {
  29392. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29393. return this.getCenter( optionalTarget );
  29394. },
  29395. empty: function () {
  29396. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29397. return this.isEmpty();
  29398. },
  29399. isIntersectionBox: function ( box ) {
  29400. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29401. return this.intersectsBox( box );
  29402. },
  29403. isIntersectionSphere: function ( sphere ) {
  29404. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29405. return this.intersectsSphere( sphere );
  29406. },
  29407. size: function ( optionalTarget ) {
  29408. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29409. return this.getSize( optionalTarget );
  29410. }
  29411. } );
  29412. Object.assign( Sphere.prototype, {
  29413. empty: function () {
  29414. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29415. return this.isEmpty();
  29416. },
  29417. } );
  29418. Frustum.prototype.setFromMatrix = function ( m ) {
  29419. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29420. return this.setFromProjectionMatrix( m );
  29421. };
  29422. Line3.prototype.center = function ( optionalTarget ) {
  29423. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29424. return this.getCenter( optionalTarget );
  29425. };
  29426. Object.assign( MathUtils, {
  29427. random16: function () {
  29428. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29429. return Math.random();
  29430. },
  29431. nearestPowerOfTwo: function ( value ) {
  29432. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29433. return MathUtils.floorPowerOfTwo( value );
  29434. },
  29435. nextPowerOfTwo: function ( value ) {
  29436. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29437. return MathUtils.ceilPowerOfTwo( value );
  29438. }
  29439. } );
  29440. Object.assign( Matrix3.prototype, {
  29441. flattenToArrayOffset: function ( array, offset ) {
  29442. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29443. return this.toArray( array, offset );
  29444. },
  29445. multiplyVector3: function ( vector ) {
  29446. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29447. return vector.applyMatrix3( this );
  29448. },
  29449. multiplyVector3Array: function ( /* a */ ) {
  29450. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29451. },
  29452. applyToBufferAttribute: function ( attribute ) {
  29453. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29454. return attribute.applyMatrix3( this );
  29455. },
  29456. applyToVector3Array: function ( /* array, offset, length */ ) {
  29457. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29458. }
  29459. } );
  29460. Object.assign( Matrix4.prototype, {
  29461. extractPosition: function ( m ) {
  29462. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29463. return this.copyPosition( m );
  29464. },
  29465. flattenToArrayOffset: function ( array, offset ) {
  29466. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29467. return this.toArray( array, offset );
  29468. },
  29469. getPosition: function () {
  29470. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29471. return new Vector3().setFromMatrixColumn( this, 3 );
  29472. },
  29473. setRotationFromQuaternion: function ( q ) {
  29474. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29475. return this.makeRotationFromQuaternion( q );
  29476. },
  29477. multiplyToArray: function () {
  29478. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29479. },
  29480. multiplyVector3: function ( vector ) {
  29481. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29482. return vector.applyMatrix4( this );
  29483. },
  29484. multiplyVector4: function ( vector ) {
  29485. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29486. return vector.applyMatrix4( this );
  29487. },
  29488. multiplyVector3Array: function ( /* a */ ) {
  29489. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29490. },
  29491. rotateAxis: function ( v ) {
  29492. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29493. v.transformDirection( this );
  29494. },
  29495. crossVector: function ( vector ) {
  29496. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29497. return vector.applyMatrix4( this );
  29498. },
  29499. translate: function () {
  29500. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29501. },
  29502. rotateX: function () {
  29503. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29504. },
  29505. rotateY: function () {
  29506. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29507. },
  29508. rotateZ: function () {
  29509. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29510. },
  29511. rotateByAxis: function () {
  29512. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29513. },
  29514. applyToBufferAttribute: function ( attribute ) {
  29515. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29516. return attribute.applyMatrix4( this );
  29517. },
  29518. applyToVector3Array: function ( /* array, offset, length */ ) {
  29519. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29520. },
  29521. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29522. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29523. return this.makePerspective( left, right, top, bottom, near, far );
  29524. }
  29525. } );
  29526. Plane.prototype.isIntersectionLine = function ( line ) {
  29527. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29528. return this.intersectsLine( line );
  29529. };
  29530. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29531. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29532. return vector.applyQuaternion( this );
  29533. };
  29534. Object.assign( Ray.prototype, {
  29535. isIntersectionBox: function ( box ) {
  29536. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29537. return this.intersectsBox( box );
  29538. },
  29539. isIntersectionPlane: function ( plane ) {
  29540. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29541. return this.intersectsPlane( plane );
  29542. },
  29543. isIntersectionSphere: function ( sphere ) {
  29544. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29545. return this.intersectsSphere( sphere );
  29546. }
  29547. } );
  29548. Object.assign( Triangle.prototype, {
  29549. area: function () {
  29550. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29551. return this.getArea();
  29552. },
  29553. barycoordFromPoint: function ( point, target ) {
  29554. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29555. return this.getBarycoord( point, target );
  29556. },
  29557. midpoint: function ( target ) {
  29558. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29559. return this.getMidpoint( target );
  29560. },
  29561. normal: function ( target ) {
  29562. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29563. return this.getNormal( target );
  29564. },
  29565. plane: function ( target ) {
  29566. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29567. return this.getPlane( target );
  29568. }
  29569. } );
  29570. Object.assign( Triangle, {
  29571. barycoordFromPoint: function ( point, a, b, c, target ) {
  29572. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29573. return Triangle.getBarycoord( point, a, b, c, target );
  29574. },
  29575. normal: function ( a, b, c, target ) {
  29576. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29577. return Triangle.getNormal( a, b, c, target );
  29578. }
  29579. } );
  29580. Object.assign( Shape.prototype, {
  29581. extractAllPoints: function ( divisions ) {
  29582. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29583. return this.extractPoints( divisions );
  29584. },
  29585. extrude: function ( options ) {
  29586. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29587. return new ExtrudeGeometry( this, options );
  29588. },
  29589. makeGeometry: function ( options ) {
  29590. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29591. return new ShapeGeometry( this, options );
  29592. }
  29593. } );
  29594. Object.assign( Vector2.prototype, {
  29595. fromAttribute: function ( attribute, index, offset ) {
  29596. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29597. return this.fromBufferAttribute( attribute, index, offset );
  29598. },
  29599. distanceToManhattan: function ( v ) {
  29600. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29601. return this.manhattanDistanceTo( v );
  29602. },
  29603. lengthManhattan: function () {
  29604. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29605. return this.manhattanLength();
  29606. }
  29607. } );
  29608. Object.assign( Vector3.prototype, {
  29609. setEulerFromRotationMatrix: function () {
  29610. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29611. },
  29612. setEulerFromQuaternion: function () {
  29613. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29614. },
  29615. getPositionFromMatrix: function ( m ) {
  29616. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29617. return this.setFromMatrixPosition( m );
  29618. },
  29619. getScaleFromMatrix: function ( m ) {
  29620. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29621. return this.setFromMatrixScale( m );
  29622. },
  29623. getColumnFromMatrix: function ( index, matrix ) {
  29624. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29625. return this.setFromMatrixColumn( matrix, index );
  29626. },
  29627. applyProjection: function ( m ) {
  29628. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29629. return this.applyMatrix4( m );
  29630. },
  29631. fromAttribute: function ( attribute, index, offset ) {
  29632. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29633. return this.fromBufferAttribute( attribute, index, offset );
  29634. },
  29635. distanceToManhattan: function ( v ) {
  29636. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29637. return this.manhattanDistanceTo( v );
  29638. },
  29639. lengthManhattan: function () {
  29640. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29641. return this.manhattanLength();
  29642. }
  29643. } );
  29644. Object.assign( Vector4.prototype, {
  29645. fromAttribute: function ( attribute, index, offset ) {
  29646. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29647. return this.fromBufferAttribute( attribute, index, offset );
  29648. },
  29649. lengthManhattan: function () {
  29650. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29651. return this.manhattanLength();
  29652. }
  29653. } );
  29654. //
  29655. Object.assign( Geometry.prototype, {
  29656. computeTangents: function () {
  29657. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29658. },
  29659. computeLineDistances: function () {
  29660. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29661. },
  29662. applyMatrix: function ( matrix ) {
  29663. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29664. return this.applyMatrix4( matrix );
  29665. }
  29666. } );
  29667. Object.assign( Object3D.prototype, {
  29668. getChildByName: function ( name ) {
  29669. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29670. return this.getObjectByName( name );
  29671. },
  29672. renderDepth: function () {
  29673. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29674. },
  29675. translate: function ( distance, axis ) {
  29676. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29677. return this.translateOnAxis( axis, distance );
  29678. },
  29679. getWorldRotation: function () {
  29680. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29681. },
  29682. applyMatrix: function ( matrix ) {
  29683. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29684. return this.applyMatrix4( matrix );
  29685. }
  29686. } );
  29687. Object.defineProperties( Object3D.prototype, {
  29688. eulerOrder: {
  29689. get: function () {
  29690. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29691. return this.rotation.order;
  29692. },
  29693. set: function ( value ) {
  29694. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29695. this.rotation.order = value;
  29696. }
  29697. },
  29698. useQuaternion: {
  29699. get: function () {
  29700. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29701. },
  29702. set: function () {
  29703. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29704. }
  29705. }
  29706. } );
  29707. Object.assign( Mesh.prototype, {
  29708. setDrawMode: function () {
  29709. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29710. },
  29711. } );
  29712. Object.defineProperties( Mesh.prototype, {
  29713. drawMode: {
  29714. get: function () {
  29715. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29716. return TrianglesDrawMode;
  29717. },
  29718. set: function () {
  29719. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29720. }
  29721. }
  29722. } );
  29723. Object.defineProperties( LOD.prototype, {
  29724. objects: {
  29725. get: function () {
  29726. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29727. return this.levels;
  29728. }
  29729. }
  29730. } );
  29731. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29732. get: function () {
  29733. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29734. },
  29735. set: function () {
  29736. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29737. }
  29738. } );
  29739. SkinnedMesh.prototype.initBones = function () {
  29740. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29741. };
  29742. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29743. get: function () {
  29744. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29745. return this.arcLengthDivisions;
  29746. },
  29747. set: function ( value ) {
  29748. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29749. this.arcLengthDivisions = value;
  29750. }
  29751. } );
  29752. //
  29753. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29754. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29755. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29756. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29757. this.setFocalLength( focalLength );
  29758. };
  29759. //
  29760. Object.defineProperties( Light.prototype, {
  29761. onlyShadow: {
  29762. set: function () {
  29763. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29764. }
  29765. },
  29766. shadowCameraFov: {
  29767. set: function ( value ) {
  29768. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29769. this.shadow.camera.fov = value;
  29770. }
  29771. },
  29772. shadowCameraLeft: {
  29773. set: function ( value ) {
  29774. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29775. this.shadow.camera.left = value;
  29776. }
  29777. },
  29778. shadowCameraRight: {
  29779. set: function ( value ) {
  29780. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29781. this.shadow.camera.right = value;
  29782. }
  29783. },
  29784. shadowCameraTop: {
  29785. set: function ( value ) {
  29786. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29787. this.shadow.camera.top = value;
  29788. }
  29789. },
  29790. shadowCameraBottom: {
  29791. set: function ( value ) {
  29792. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29793. this.shadow.camera.bottom = value;
  29794. }
  29795. },
  29796. shadowCameraNear: {
  29797. set: function ( value ) {
  29798. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29799. this.shadow.camera.near = value;
  29800. }
  29801. },
  29802. shadowCameraFar: {
  29803. set: function ( value ) {
  29804. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29805. this.shadow.camera.far = value;
  29806. }
  29807. },
  29808. shadowCameraVisible: {
  29809. set: function () {
  29810. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29811. }
  29812. },
  29813. shadowBias: {
  29814. set: function ( value ) {
  29815. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29816. this.shadow.bias = value;
  29817. }
  29818. },
  29819. shadowDarkness: {
  29820. set: function () {
  29821. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29822. }
  29823. },
  29824. shadowMapWidth: {
  29825. set: function ( value ) {
  29826. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29827. this.shadow.mapSize.width = value;
  29828. }
  29829. },
  29830. shadowMapHeight: {
  29831. set: function ( value ) {
  29832. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29833. this.shadow.mapSize.height = value;
  29834. }
  29835. }
  29836. } );
  29837. //
  29838. Object.defineProperties( BufferAttribute.prototype, {
  29839. length: {
  29840. get: function () {
  29841. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29842. return this.array.length;
  29843. }
  29844. },
  29845. dynamic: {
  29846. get: function () {
  29847. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29848. return this.usage === DynamicDrawUsage;
  29849. },
  29850. set: function ( /* value */ ) {
  29851. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29852. this.setUsage( DynamicDrawUsage );
  29853. }
  29854. }
  29855. } );
  29856. Object.assign( BufferAttribute.prototype, {
  29857. setDynamic: function ( value ) {
  29858. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29859. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29860. return this;
  29861. },
  29862. copyIndicesArray: function ( /* indices */ ) {
  29863. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29864. },
  29865. setArray: function ( /* array */ ) {
  29866. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29867. }
  29868. } );
  29869. Object.assign( BufferGeometry.prototype, {
  29870. addIndex: function ( index ) {
  29871. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29872. this.setIndex( index );
  29873. },
  29874. addAttribute: function ( name, attribute ) {
  29875. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29876. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29877. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29878. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29879. }
  29880. if ( name === 'index' ) {
  29881. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29882. this.setIndex( attribute );
  29883. return this;
  29884. }
  29885. return this.setAttribute( name, attribute );
  29886. },
  29887. addDrawCall: function ( start, count, indexOffset ) {
  29888. if ( indexOffset !== undefined ) {
  29889. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29890. }
  29891. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29892. this.addGroup( start, count );
  29893. },
  29894. clearDrawCalls: function () {
  29895. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29896. this.clearGroups();
  29897. },
  29898. computeTangents: function () {
  29899. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29900. },
  29901. computeOffsets: function () {
  29902. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29903. },
  29904. removeAttribute: function ( name ) {
  29905. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29906. return this.deleteAttribute( name );
  29907. },
  29908. applyMatrix: function ( matrix ) {
  29909. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29910. return this.applyMatrix4( matrix );
  29911. }
  29912. } );
  29913. Object.defineProperties( BufferGeometry.prototype, {
  29914. drawcalls: {
  29915. get: function () {
  29916. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29917. return this.groups;
  29918. }
  29919. },
  29920. offsets: {
  29921. get: function () {
  29922. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29923. return this.groups;
  29924. }
  29925. }
  29926. } );
  29927. Object.defineProperties( InstancedBufferGeometry.prototype, {
  29928. maxInstancedCount: {
  29929. get: function () {
  29930. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29931. return this.instanceCount;
  29932. },
  29933. set: function ( value ) {
  29934. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29935. this.instanceCount = value;
  29936. }
  29937. }
  29938. } );
  29939. Object.defineProperties( Raycaster.prototype, {
  29940. linePrecision: {
  29941. get: function () {
  29942. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29943. return this.params.Line.threshold;
  29944. },
  29945. set: function ( value ) {
  29946. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29947. this.params.Line.threshold = value;
  29948. }
  29949. }
  29950. } );
  29951. Object.defineProperties( InterleavedBuffer.prototype, {
  29952. dynamic: {
  29953. get: function () {
  29954. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29955. return this.usage === DynamicDrawUsage;
  29956. },
  29957. set: function ( value ) {
  29958. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29959. this.setUsage( value );
  29960. }
  29961. }
  29962. } );
  29963. Object.assign( InterleavedBuffer.prototype, {
  29964. setDynamic: function ( value ) {
  29965. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29966. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29967. return this;
  29968. },
  29969. setArray: function ( /* array */ ) {
  29970. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29971. }
  29972. } );
  29973. //
  29974. Object.assign( ExtrudeBufferGeometry.prototype, {
  29975. getArrays: function () {
  29976. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29977. },
  29978. addShapeList: function () {
  29979. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29980. },
  29981. addShape: function () {
  29982. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29983. }
  29984. } );
  29985. //
  29986. Object.defineProperties( Uniform.prototype, {
  29987. dynamic: {
  29988. set: function () {
  29989. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29990. }
  29991. },
  29992. onUpdate: {
  29993. value: function () {
  29994. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29995. return this;
  29996. }
  29997. }
  29998. } );
  29999. //
  30000. Object.defineProperties( Material.prototype, {
  30001. wrapAround: {
  30002. get: function () {
  30003. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30004. },
  30005. set: function () {
  30006. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30007. }
  30008. },
  30009. overdraw: {
  30010. get: function () {
  30011. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30012. },
  30013. set: function () {
  30014. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30015. }
  30016. },
  30017. wrapRGB: {
  30018. get: function () {
  30019. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30020. return new Color();
  30021. }
  30022. },
  30023. shading: {
  30024. get: function () {
  30025. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30026. },
  30027. set: function ( value ) {
  30028. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30029. this.flatShading = ( value === FlatShading );
  30030. }
  30031. },
  30032. stencilMask: {
  30033. get: function () {
  30034. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30035. return this.stencilFuncMask;
  30036. },
  30037. set: function ( value ) {
  30038. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30039. this.stencilFuncMask = value;
  30040. }
  30041. }
  30042. } );
  30043. Object.defineProperties( MeshPhongMaterial.prototype, {
  30044. metal: {
  30045. get: function () {
  30046. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30047. return false;
  30048. },
  30049. set: function () {
  30050. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30051. }
  30052. }
  30053. } );
  30054. Object.defineProperties( ShaderMaterial.prototype, {
  30055. derivatives: {
  30056. get: function () {
  30057. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30058. return this.extensions.derivatives;
  30059. },
  30060. set: function ( value ) {
  30061. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30062. this.extensions.derivatives = value;
  30063. }
  30064. }
  30065. } );
  30066. //
  30067. Object.assign( WebGLRenderer.prototype, {
  30068. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30069. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30070. this.setRenderTarget( renderTarget );
  30071. this.clear( color, depth, stencil );
  30072. },
  30073. animate: function ( callback ) {
  30074. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30075. this.setAnimationLoop( callback );
  30076. },
  30077. getCurrentRenderTarget: function () {
  30078. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30079. return this.getRenderTarget();
  30080. },
  30081. getMaxAnisotropy: function () {
  30082. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30083. return this.capabilities.getMaxAnisotropy();
  30084. },
  30085. getPrecision: function () {
  30086. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30087. return this.capabilities.precision;
  30088. },
  30089. resetGLState: function () {
  30090. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30091. return this.state.reset();
  30092. },
  30093. supportsFloatTextures: function () {
  30094. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30095. return this.extensions.get( 'OES_texture_float' );
  30096. },
  30097. supportsHalfFloatTextures: function () {
  30098. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30099. return this.extensions.get( 'OES_texture_half_float' );
  30100. },
  30101. supportsStandardDerivatives: function () {
  30102. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30103. return this.extensions.get( 'OES_standard_derivatives' );
  30104. },
  30105. supportsCompressedTextureS3TC: function () {
  30106. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30107. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30108. },
  30109. supportsCompressedTexturePVRTC: function () {
  30110. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30111. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30112. },
  30113. supportsBlendMinMax: function () {
  30114. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30115. return this.extensions.get( 'EXT_blend_minmax' );
  30116. },
  30117. supportsVertexTextures: function () {
  30118. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30119. return this.capabilities.vertexTextures;
  30120. },
  30121. supportsInstancedArrays: function () {
  30122. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30123. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30124. },
  30125. enableScissorTest: function ( boolean ) {
  30126. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30127. this.setScissorTest( boolean );
  30128. },
  30129. initMaterial: function () {
  30130. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30131. },
  30132. addPrePlugin: function () {
  30133. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30134. },
  30135. addPostPlugin: function () {
  30136. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30137. },
  30138. updateShadowMap: function () {
  30139. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30140. },
  30141. setFaceCulling: function () {
  30142. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30143. },
  30144. allocTextureUnit: function () {
  30145. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30146. },
  30147. setTexture: function () {
  30148. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30149. },
  30150. setTexture2D: function () {
  30151. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30152. },
  30153. setTextureCube: function () {
  30154. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30155. },
  30156. getActiveMipMapLevel: function () {
  30157. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30158. return this.getActiveMipmapLevel();
  30159. }
  30160. } );
  30161. Object.defineProperties( WebGLRenderer.prototype, {
  30162. shadowMapEnabled: {
  30163. get: function () {
  30164. return this.shadowMap.enabled;
  30165. },
  30166. set: function ( value ) {
  30167. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30168. this.shadowMap.enabled = value;
  30169. }
  30170. },
  30171. shadowMapType: {
  30172. get: function () {
  30173. return this.shadowMap.type;
  30174. },
  30175. set: function ( value ) {
  30176. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30177. this.shadowMap.type = value;
  30178. }
  30179. },
  30180. shadowMapCullFace: {
  30181. get: function () {
  30182. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30183. return undefined;
  30184. },
  30185. set: function ( /* value */ ) {
  30186. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30187. }
  30188. },
  30189. context: {
  30190. get: function () {
  30191. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30192. return this.getContext();
  30193. }
  30194. },
  30195. vr: {
  30196. get: function () {
  30197. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30198. return this.xr;
  30199. }
  30200. },
  30201. gammaInput: {
  30202. get: function () {
  30203. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30204. return false;
  30205. },
  30206. set: function () {
  30207. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30208. }
  30209. },
  30210. gammaOutput: {
  30211. get: function () {
  30212. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30213. return false;
  30214. },
  30215. set: function ( value ) {
  30216. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30217. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30218. }
  30219. }
  30220. } );
  30221. Object.defineProperties( WebGLShadowMap.prototype, {
  30222. cullFace: {
  30223. get: function () {
  30224. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30225. return undefined;
  30226. },
  30227. set: function ( /* cullFace */ ) {
  30228. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30229. }
  30230. },
  30231. renderReverseSided: {
  30232. get: function () {
  30233. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30234. return undefined;
  30235. },
  30236. set: function () {
  30237. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30238. }
  30239. },
  30240. renderSingleSided: {
  30241. get: function () {
  30242. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30243. return undefined;
  30244. },
  30245. set: function () {
  30246. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30247. }
  30248. }
  30249. } );
  30250. function WebGLRenderTargetCube( width, height, options ) {
  30251. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30252. return new WebGLCubeRenderTarget( width, options );
  30253. }
  30254. //
  30255. Object.defineProperties( WebGLRenderTarget.prototype, {
  30256. wrapS: {
  30257. get: function () {
  30258. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30259. return this.texture.wrapS;
  30260. },
  30261. set: function ( value ) {
  30262. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30263. this.texture.wrapS = value;
  30264. }
  30265. },
  30266. wrapT: {
  30267. get: function () {
  30268. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30269. return this.texture.wrapT;
  30270. },
  30271. set: function ( value ) {
  30272. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30273. this.texture.wrapT = value;
  30274. }
  30275. },
  30276. magFilter: {
  30277. get: function () {
  30278. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30279. return this.texture.magFilter;
  30280. },
  30281. set: function ( value ) {
  30282. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30283. this.texture.magFilter = value;
  30284. }
  30285. },
  30286. minFilter: {
  30287. get: function () {
  30288. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30289. return this.texture.minFilter;
  30290. },
  30291. set: function ( value ) {
  30292. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30293. this.texture.minFilter = value;
  30294. }
  30295. },
  30296. anisotropy: {
  30297. get: function () {
  30298. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30299. return this.texture.anisotropy;
  30300. },
  30301. set: function ( value ) {
  30302. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30303. this.texture.anisotropy = value;
  30304. }
  30305. },
  30306. offset: {
  30307. get: function () {
  30308. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30309. return this.texture.offset;
  30310. },
  30311. set: function ( value ) {
  30312. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30313. this.texture.offset = value;
  30314. }
  30315. },
  30316. repeat: {
  30317. get: function () {
  30318. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30319. return this.texture.repeat;
  30320. },
  30321. set: function ( value ) {
  30322. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30323. this.texture.repeat = value;
  30324. }
  30325. },
  30326. format: {
  30327. get: function () {
  30328. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30329. return this.texture.format;
  30330. },
  30331. set: function ( value ) {
  30332. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30333. this.texture.format = value;
  30334. }
  30335. },
  30336. type: {
  30337. get: function () {
  30338. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30339. return this.texture.type;
  30340. },
  30341. set: function ( value ) {
  30342. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30343. this.texture.type = value;
  30344. }
  30345. },
  30346. generateMipmaps: {
  30347. get: function () {
  30348. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30349. return this.texture.generateMipmaps;
  30350. },
  30351. set: function ( value ) {
  30352. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30353. this.texture.generateMipmaps = value;
  30354. }
  30355. }
  30356. } );
  30357. //
  30358. Object.defineProperties( Audio.prototype, {
  30359. load: {
  30360. value: function ( file ) {
  30361. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30362. var scope = this;
  30363. var audioLoader = new AudioLoader();
  30364. audioLoader.load( file, function ( buffer ) {
  30365. scope.setBuffer( buffer );
  30366. } );
  30367. return this;
  30368. }
  30369. },
  30370. startTime: {
  30371. set: function () {
  30372. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30373. }
  30374. }
  30375. } );
  30376. AudioAnalyser.prototype.getData = function () {
  30377. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30378. return this.getFrequencyData();
  30379. };
  30380. //
  30381. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30382. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30383. return this.update( renderer, scene );
  30384. };
  30385. //
  30386. var GeometryUtils = {
  30387. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30388. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30389. var matrix;
  30390. if ( geometry2.isMesh ) {
  30391. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30392. matrix = geometry2.matrix;
  30393. geometry2 = geometry2.geometry;
  30394. }
  30395. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30396. },
  30397. center: function ( geometry ) {
  30398. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30399. return geometry.center();
  30400. }
  30401. };
  30402. ImageUtils.crossOrigin = undefined;
  30403. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30404. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30405. var loader = new TextureLoader();
  30406. loader.setCrossOrigin( this.crossOrigin );
  30407. var texture = loader.load( url, onLoad, undefined, onError );
  30408. if ( mapping ) { texture.mapping = mapping; }
  30409. return texture;
  30410. };
  30411. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30412. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30413. var loader = new CubeTextureLoader();
  30414. loader.setCrossOrigin( this.crossOrigin );
  30415. var texture = loader.load( urls, onLoad, undefined, onError );
  30416. if ( mapping ) { texture.mapping = mapping; }
  30417. return texture;
  30418. };
  30419. ImageUtils.loadCompressedTexture = function () {
  30420. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30421. };
  30422. ImageUtils.loadCompressedTextureCube = function () {
  30423. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30424. };
  30425. //
  30426. function CanvasRenderer() {
  30427. console.error( 'THREE.CanvasRenderer has been removed' );
  30428. }
  30429. //
  30430. function JSONLoader() {
  30431. console.error( 'THREE.JSONLoader has been removed.' );
  30432. }
  30433. //
  30434. var SceneUtils = {
  30435. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30436. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30437. },
  30438. detach: function ( /* child, parent, scene */ ) {
  30439. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30440. },
  30441. attach: function ( /* child, scene, parent */ ) {
  30442. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30443. }
  30444. };
  30445. //
  30446. function LensFlare() {
  30447. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30448. }
  30449. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30450. /* eslint-disable no-undef */
  30451. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30452. revision: REVISION,
  30453. } } ) );
  30454. /* eslint-enable no-undef */
  30455. }
  30456. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30457. exports.AddEquation = AddEquation;
  30458. exports.AddOperation = AddOperation;
  30459. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30460. exports.AdditiveBlending = AdditiveBlending;
  30461. exports.AlphaFormat = AlphaFormat;
  30462. exports.AlwaysDepth = AlwaysDepth;
  30463. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30464. exports.AmbientLight = AmbientLight;
  30465. exports.AmbientLightProbe = AmbientLightProbe;
  30466. exports.AnimationClip = AnimationClip;
  30467. exports.AnimationLoader = AnimationLoader;
  30468. exports.AnimationMixer = AnimationMixer;
  30469. exports.AnimationObjectGroup = AnimationObjectGroup;
  30470. exports.AnimationUtils = AnimationUtils;
  30471. exports.ArcCurve = ArcCurve;
  30472. exports.ArrayCamera = ArrayCamera;
  30473. exports.ArrowHelper = ArrowHelper;
  30474. exports.Audio = Audio;
  30475. exports.AudioAnalyser = AudioAnalyser;
  30476. exports.AudioContext = AudioContext;
  30477. exports.AudioListener = AudioListener;
  30478. exports.AudioLoader = AudioLoader;
  30479. exports.AxesHelper = AxesHelper;
  30480. exports.AxisHelper = AxisHelper;
  30481. exports.BackSide = BackSide;
  30482. exports.BasicDepthPacking = BasicDepthPacking;
  30483. exports.BasicShadowMap = BasicShadowMap;
  30484. exports.BinaryTextureLoader = BinaryTextureLoader;
  30485. exports.Bone = Bone;
  30486. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30487. exports.BoundingBoxHelper = BoundingBoxHelper;
  30488. exports.Box2 = Box2;
  30489. exports.Box3 = Box3;
  30490. exports.Box3Helper = Box3Helper;
  30491. exports.BoxBufferGeometry = BoxBufferGeometry;
  30492. exports.BoxGeometry = BoxGeometry;
  30493. exports.BoxHelper = BoxHelper;
  30494. exports.BufferAttribute = BufferAttribute;
  30495. exports.BufferGeometry = BufferGeometry;
  30496. exports.BufferGeometryLoader = BufferGeometryLoader;
  30497. exports.ByteType = ByteType;
  30498. exports.Cache = Cache;
  30499. exports.Camera = Camera;
  30500. exports.CameraHelper = CameraHelper;
  30501. exports.CanvasRenderer = CanvasRenderer;
  30502. exports.CanvasTexture = CanvasTexture;
  30503. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30504. exports.CineonToneMapping = CineonToneMapping;
  30505. exports.CircleBufferGeometry = CircleBufferGeometry;
  30506. exports.CircleGeometry = CircleGeometry;
  30507. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30508. exports.Clock = Clock;
  30509. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30510. exports.Color = Color;
  30511. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30512. exports.CompressedTexture = CompressedTexture;
  30513. exports.CompressedTextureLoader = CompressedTextureLoader;
  30514. exports.ConeBufferGeometry = ConeBufferGeometry;
  30515. exports.ConeGeometry = ConeGeometry;
  30516. exports.CubeCamera = CubeCamera;
  30517. exports.CubeGeometry = BoxGeometry;
  30518. exports.CubeReflectionMapping = CubeReflectionMapping;
  30519. exports.CubeRefractionMapping = CubeRefractionMapping;
  30520. exports.CubeTexture = CubeTexture;
  30521. exports.CubeTextureLoader = CubeTextureLoader;
  30522. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30523. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30524. exports.CubicBezierCurve = CubicBezierCurve;
  30525. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30526. exports.CubicInterpolant = CubicInterpolant;
  30527. exports.CullFaceBack = CullFaceBack;
  30528. exports.CullFaceFront = CullFaceFront;
  30529. exports.CullFaceFrontBack = CullFaceFrontBack;
  30530. exports.CullFaceNone = CullFaceNone;
  30531. exports.Curve = Curve;
  30532. exports.CurvePath = CurvePath;
  30533. exports.CustomBlending = CustomBlending;
  30534. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30535. exports.CylinderGeometry = CylinderGeometry;
  30536. exports.Cylindrical = Cylindrical;
  30537. exports.DataTexture = DataTexture;
  30538. exports.DataTexture2DArray = DataTexture2DArray;
  30539. exports.DataTexture3D = DataTexture3D;
  30540. exports.DataTextureLoader = DataTextureLoader;
  30541. exports.DecrementStencilOp = DecrementStencilOp;
  30542. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30543. exports.DefaultLoadingManager = DefaultLoadingManager;
  30544. exports.DepthFormat = DepthFormat;
  30545. exports.DepthStencilFormat = DepthStencilFormat;
  30546. exports.DepthTexture = DepthTexture;
  30547. exports.DirectionalLight = DirectionalLight;
  30548. exports.DirectionalLightHelper = DirectionalLightHelper;
  30549. exports.DirectionalLightShadow = DirectionalLightShadow;
  30550. exports.DiscreteInterpolant = DiscreteInterpolant;
  30551. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30552. exports.DodecahedronGeometry = DodecahedronGeometry;
  30553. exports.DoubleSide = DoubleSide;
  30554. exports.DstAlphaFactor = DstAlphaFactor;
  30555. exports.DstColorFactor = DstColorFactor;
  30556. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30557. exports.DynamicCopyUsage = DynamicCopyUsage;
  30558. exports.DynamicDrawUsage = DynamicDrawUsage;
  30559. exports.DynamicReadUsage = DynamicReadUsage;
  30560. exports.EdgesGeometry = EdgesGeometry;
  30561. exports.EdgesHelper = EdgesHelper;
  30562. exports.EllipseCurve = EllipseCurve;
  30563. exports.EqualDepth = EqualDepth;
  30564. exports.EqualStencilFunc = EqualStencilFunc;
  30565. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30566. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30567. exports.Euler = Euler;
  30568. exports.EventDispatcher = EventDispatcher;
  30569. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30570. exports.ExtrudeGeometry = ExtrudeGeometry;
  30571. exports.Face3 = Face3;
  30572. exports.Face4 = Face4;
  30573. exports.FaceColors = FaceColors;
  30574. exports.FileLoader = FileLoader;
  30575. exports.FlatShading = FlatShading;
  30576. exports.Float32Attribute = Float32Attribute;
  30577. exports.Float32BufferAttribute = Float32BufferAttribute;
  30578. exports.Float64Attribute = Float64Attribute;
  30579. exports.Float64BufferAttribute = Float64BufferAttribute;
  30580. exports.FloatType = FloatType;
  30581. exports.Fog = Fog;
  30582. exports.FogExp2 = FogExp2;
  30583. exports.Font = Font;
  30584. exports.FontLoader = FontLoader;
  30585. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30586. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30587. exports.FrontSide = FrontSide;
  30588. exports.Frustum = Frustum;
  30589. exports.GammaEncoding = GammaEncoding;
  30590. exports.Geometry = Geometry;
  30591. exports.GeometryUtils = GeometryUtils;
  30592. exports.GreaterDepth = GreaterDepth;
  30593. exports.GreaterEqualDepth = GreaterEqualDepth;
  30594. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30595. exports.GreaterStencilFunc = GreaterStencilFunc;
  30596. exports.GridHelper = GridHelper;
  30597. exports.Group = Group;
  30598. exports.HalfFloatType = HalfFloatType;
  30599. exports.HemisphereLight = HemisphereLight;
  30600. exports.HemisphereLightHelper = HemisphereLightHelper;
  30601. exports.HemisphereLightProbe = HemisphereLightProbe;
  30602. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30603. exports.IcosahedronGeometry = IcosahedronGeometry;
  30604. exports.ImageBitmapLoader = ImageBitmapLoader;
  30605. exports.ImageLoader = ImageLoader;
  30606. exports.ImageUtils = ImageUtils;
  30607. exports.ImmediateRenderObject = ImmediateRenderObject;
  30608. exports.IncrementStencilOp = IncrementStencilOp;
  30609. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30610. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30611. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30612. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30613. exports.InstancedMesh = InstancedMesh;
  30614. exports.Int16Attribute = Int16Attribute;
  30615. exports.Int16BufferAttribute = Int16BufferAttribute;
  30616. exports.Int32Attribute = Int32Attribute;
  30617. exports.Int32BufferAttribute = Int32BufferAttribute;
  30618. exports.Int8Attribute = Int8Attribute;
  30619. exports.Int8BufferAttribute = Int8BufferAttribute;
  30620. exports.IntType = IntType;
  30621. exports.InterleavedBuffer = InterleavedBuffer;
  30622. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30623. exports.Interpolant = Interpolant;
  30624. exports.InterpolateDiscrete = InterpolateDiscrete;
  30625. exports.InterpolateLinear = InterpolateLinear;
  30626. exports.InterpolateSmooth = InterpolateSmooth;
  30627. exports.InvertStencilOp = InvertStencilOp;
  30628. exports.JSONLoader = JSONLoader;
  30629. exports.KeepStencilOp = KeepStencilOp;
  30630. exports.KeyframeTrack = KeyframeTrack;
  30631. exports.LOD = LOD;
  30632. exports.LatheBufferGeometry = LatheBufferGeometry;
  30633. exports.LatheGeometry = LatheGeometry;
  30634. exports.Layers = Layers;
  30635. exports.LensFlare = LensFlare;
  30636. exports.LessDepth = LessDepth;
  30637. exports.LessEqualDepth = LessEqualDepth;
  30638. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30639. exports.LessStencilFunc = LessStencilFunc;
  30640. exports.Light = Light;
  30641. exports.LightProbe = LightProbe;
  30642. exports.LightShadow = LightShadow;
  30643. exports.Line = Line;
  30644. exports.Line3 = Line3;
  30645. exports.LineBasicMaterial = LineBasicMaterial;
  30646. exports.LineCurve = LineCurve;
  30647. exports.LineCurve3 = LineCurve3;
  30648. exports.LineDashedMaterial = LineDashedMaterial;
  30649. exports.LineLoop = LineLoop;
  30650. exports.LinePieces = LinePieces;
  30651. exports.LineSegments = LineSegments;
  30652. exports.LineStrip = LineStrip;
  30653. exports.LinearEncoding = LinearEncoding;
  30654. exports.LinearFilter = LinearFilter;
  30655. exports.LinearInterpolant = LinearInterpolant;
  30656. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30657. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30658. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30659. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30660. exports.LinearToneMapping = LinearToneMapping;
  30661. exports.Loader = Loader;
  30662. exports.LoaderUtils = LoaderUtils;
  30663. exports.LoadingManager = LoadingManager;
  30664. exports.LogLuvEncoding = LogLuvEncoding;
  30665. exports.LoopOnce = LoopOnce;
  30666. exports.LoopPingPong = LoopPingPong;
  30667. exports.LoopRepeat = LoopRepeat;
  30668. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30669. exports.LuminanceFormat = LuminanceFormat;
  30670. exports.MOUSE = MOUSE;
  30671. exports.Material = Material;
  30672. exports.MaterialLoader = MaterialLoader;
  30673. exports.Math = MathUtils;
  30674. exports.MathUtils = MathUtils;
  30675. exports.Matrix3 = Matrix3;
  30676. exports.Matrix4 = Matrix4;
  30677. exports.MaxEquation = MaxEquation;
  30678. exports.Mesh = Mesh;
  30679. exports.MeshBasicMaterial = MeshBasicMaterial;
  30680. exports.MeshDepthMaterial = MeshDepthMaterial;
  30681. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30682. exports.MeshFaceMaterial = MeshFaceMaterial;
  30683. exports.MeshLambertMaterial = MeshLambertMaterial;
  30684. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30685. exports.MeshNormalMaterial = MeshNormalMaterial;
  30686. exports.MeshPhongMaterial = MeshPhongMaterial;
  30687. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30688. exports.MeshStandardMaterial = MeshStandardMaterial;
  30689. exports.MeshToonMaterial = MeshToonMaterial;
  30690. exports.MinEquation = MinEquation;
  30691. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30692. exports.MixOperation = MixOperation;
  30693. exports.MultiMaterial = MultiMaterial;
  30694. exports.MultiplyBlending = MultiplyBlending;
  30695. exports.MultiplyOperation = MultiplyOperation;
  30696. exports.NearestFilter = NearestFilter;
  30697. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30698. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30699. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30700. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30701. exports.NeverDepth = NeverDepth;
  30702. exports.NeverStencilFunc = NeverStencilFunc;
  30703. exports.NoBlending = NoBlending;
  30704. exports.NoColors = NoColors;
  30705. exports.NoToneMapping = NoToneMapping;
  30706. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30707. exports.NormalBlending = NormalBlending;
  30708. exports.NotEqualDepth = NotEqualDepth;
  30709. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30710. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30711. exports.Object3D = Object3D;
  30712. exports.ObjectLoader = ObjectLoader;
  30713. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30714. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30715. exports.OctahedronGeometry = OctahedronGeometry;
  30716. exports.OneFactor = OneFactor;
  30717. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30718. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30719. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30720. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30721. exports.OrthographicCamera = OrthographicCamera;
  30722. exports.PCFShadowMap = PCFShadowMap;
  30723. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30724. exports.PMREMGenerator = PMREMGenerator;
  30725. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30726. exports.ParametricGeometry = ParametricGeometry;
  30727. exports.Particle = Particle;
  30728. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30729. exports.ParticleSystem = ParticleSystem;
  30730. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30731. exports.Path = Path;
  30732. exports.PerspectiveCamera = PerspectiveCamera;
  30733. exports.Plane = Plane;
  30734. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30735. exports.PlaneGeometry = PlaneGeometry;
  30736. exports.PlaneHelper = PlaneHelper;
  30737. exports.PointCloud = PointCloud;
  30738. exports.PointCloudMaterial = PointCloudMaterial;
  30739. exports.PointLight = PointLight;
  30740. exports.PointLightHelper = PointLightHelper;
  30741. exports.Points = Points;
  30742. exports.PointsMaterial = PointsMaterial;
  30743. exports.PolarGridHelper = PolarGridHelper;
  30744. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30745. exports.PolyhedronGeometry = PolyhedronGeometry;
  30746. exports.PositionalAudio = PositionalAudio;
  30747. exports.PropertyBinding = PropertyBinding;
  30748. exports.PropertyMixer = PropertyMixer;
  30749. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30750. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30751. exports.Quaternion = Quaternion;
  30752. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30753. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30754. exports.REVISION = REVISION;
  30755. exports.RGBADepthPacking = RGBADepthPacking;
  30756. exports.RGBAFormat = RGBAFormat;
  30757. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30758. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30759. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30760. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30761. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30762. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30763. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30764. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30765. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30766. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30767. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30768. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30769. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30770. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30771. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30772. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30773. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30774. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30775. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30776. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30777. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30778. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30779. exports.RGBDEncoding = RGBDEncoding;
  30780. exports.RGBEEncoding = RGBEEncoding;
  30781. exports.RGBEFormat = RGBEFormat;
  30782. exports.RGBFormat = RGBFormat;
  30783. exports.RGBIntegerFormat = RGBIntegerFormat;
  30784. exports.RGBM16Encoding = RGBM16Encoding;
  30785. exports.RGBM7Encoding = RGBM7Encoding;
  30786. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30787. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30788. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30789. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30790. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30791. exports.RGFormat = RGFormat;
  30792. exports.RGIntegerFormat = RGIntegerFormat;
  30793. exports.RawShaderMaterial = RawShaderMaterial;
  30794. exports.Ray = Ray;
  30795. exports.Raycaster = Raycaster;
  30796. exports.RectAreaLight = RectAreaLight;
  30797. exports.RedFormat = RedFormat;
  30798. exports.RedIntegerFormat = RedIntegerFormat;
  30799. exports.ReinhardToneMapping = ReinhardToneMapping;
  30800. exports.RepeatWrapping = RepeatWrapping;
  30801. exports.ReplaceStencilOp = ReplaceStencilOp;
  30802. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30803. exports.RingBufferGeometry = RingBufferGeometry;
  30804. exports.RingGeometry = RingGeometry;
  30805. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30806. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30807. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30808. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30809. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30810. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30811. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30812. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30813. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30814. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30815. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30816. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30817. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30818. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30819. exports.Scene = Scene;
  30820. exports.SceneUtils = SceneUtils;
  30821. exports.ShaderChunk = ShaderChunk;
  30822. exports.ShaderLib = ShaderLib;
  30823. exports.ShaderMaterial = ShaderMaterial;
  30824. exports.ShadowMaterial = ShadowMaterial;
  30825. exports.Shape = Shape;
  30826. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30827. exports.ShapeGeometry = ShapeGeometry;
  30828. exports.ShapePath = ShapePath;
  30829. exports.ShapeUtils = ShapeUtils;
  30830. exports.ShortType = ShortType;
  30831. exports.Skeleton = Skeleton;
  30832. exports.SkeletonHelper = SkeletonHelper;
  30833. exports.SkinnedMesh = SkinnedMesh;
  30834. exports.SmoothShading = SmoothShading;
  30835. exports.Sphere = Sphere;
  30836. exports.SphereBufferGeometry = SphereBufferGeometry;
  30837. exports.SphereGeometry = SphereGeometry;
  30838. exports.Spherical = Spherical;
  30839. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30840. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30841. exports.Spline = Spline;
  30842. exports.SplineCurve = SplineCurve;
  30843. exports.SplineCurve3 = SplineCurve3;
  30844. exports.SpotLight = SpotLight;
  30845. exports.SpotLightHelper = SpotLightHelper;
  30846. exports.SpotLightShadow = SpotLightShadow;
  30847. exports.Sprite = Sprite;
  30848. exports.SpriteMaterial = SpriteMaterial;
  30849. exports.SrcAlphaFactor = SrcAlphaFactor;
  30850. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30851. exports.SrcColorFactor = SrcColorFactor;
  30852. exports.StaticCopyUsage = StaticCopyUsage;
  30853. exports.StaticDrawUsage = StaticDrawUsage;
  30854. exports.StaticReadUsage = StaticReadUsage;
  30855. exports.StereoCamera = StereoCamera;
  30856. exports.StreamCopyUsage = StreamCopyUsage;
  30857. exports.StreamDrawUsage = StreamDrawUsage;
  30858. exports.StreamReadUsage = StreamReadUsage;
  30859. exports.StringKeyframeTrack = StringKeyframeTrack;
  30860. exports.SubtractEquation = SubtractEquation;
  30861. exports.SubtractiveBlending = SubtractiveBlending;
  30862. exports.TOUCH = TOUCH;
  30863. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30864. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30865. exports.TetrahedronGeometry = TetrahedronGeometry;
  30866. exports.TextBufferGeometry = TextBufferGeometry;
  30867. exports.TextGeometry = TextGeometry;
  30868. exports.Texture = Texture;
  30869. exports.TextureLoader = TextureLoader;
  30870. exports.TorusBufferGeometry = TorusBufferGeometry;
  30871. exports.TorusGeometry = TorusGeometry;
  30872. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30873. exports.TorusKnotGeometry = TorusKnotGeometry;
  30874. exports.Triangle = Triangle;
  30875. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30876. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30877. exports.TrianglesDrawMode = TrianglesDrawMode;
  30878. exports.TubeBufferGeometry = TubeBufferGeometry;
  30879. exports.TubeGeometry = TubeGeometry;
  30880. exports.UVMapping = UVMapping;
  30881. exports.Uint16Attribute = Uint16Attribute;
  30882. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30883. exports.Uint32Attribute = Uint32Attribute;
  30884. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30885. exports.Uint8Attribute = Uint8Attribute;
  30886. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30887. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30888. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30889. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30890. exports.Uniform = Uniform;
  30891. exports.UniformsLib = UniformsLib;
  30892. exports.UniformsUtils = UniformsUtils;
  30893. exports.UnsignedByteType = UnsignedByteType;
  30894. exports.UnsignedInt248Type = UnsignedInt248Type;
  30895. exports.UnsignedIntType = UnsignedIntType;
  30896. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30897. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30898. exports.UnsignedShort565Type = UnsignedShort565Type;
  30899. exports.UnsignedShortType = UnsignedShortType;
  30900. exports.VSMShadowMap = VSMShadowMap;
  30901. exports.Vector2 = Vector2;
  30902. exports.Vector3 = Vector3;
  30903. exports.Vector4 = Vector4;
  30904. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30905. exports.Vertex = Vertex;
  30906. exports.VertexColors = VertexColors;
  30907. exports.VideoTexture = VideoTexture;
  30908. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30909. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30910. exports.WebGLRenderTarget = WebGLRenderTarget;
  30911. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30912. exports.WebGLRenderer = WebGLRenderer;
  30913. exports.WebGLUtils = WebGLUtils;
  30914. exports.WireframeGeometry = WireframeGeometry;
  30915. exports.WireframeHelper = WireframeHelper;
  30916. exports.WrapAroundEnding = WrapAroundEnding;
  30917. exports.XHRLoader = XHRLoader;
  30918. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30919. exports.ZeroFactor = ZeroFactor;
  30920. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30921. exports.ZeroStencilOp = ZeroStencilOp;
  30922. exports.sRGBEncoding = sRGBEncoding;
  30923. Object.defineProperty(exports, '__esModule', { value: true });
  30924. })));
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