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 CineonToneMapping = 3;
  109. var ACESFilmicToneMapping = 4;
  110. var UVMapping = 300;
  111. var CubeReflectionMapping = 301;
  112. var CubeRefractionMapping = 302;
  113. var EquirectangularReflectionMapping = 303;
  114. var EquirectangularRefractionMapping = 304;
  115. var CubeUVReflectionMapping = 306;
  116. var CubeUVRefractionMapping = 307;
  117. var RepeatWrapping = 1000;
  118. var ClampToEdgeWrapping = 1001;
  119. var MirroredRepeatWrapping = 1002;
  120. var NearestFilter = 1003;
  121. var NearestMipmapNearestFilter = 1004;
  122. var NearestMipMapNearestFilter = 1004;
  123. var NearestMipmapLinearFilter = 1005;
  124. var NearestMipMapLinearFilter = 1005;
  125. var LinearFilter = 1006;
  126. var LinearMipmapNearestFilter = 1007;
  127. var LinearMipMapNearestFilter = 1007;
  128. var LinearMipmapLinearFilter = 1008;
  129. var LinearMipMapLinearFilter = 1008;
  130. var UnsignedByteType = 1009;
  131. var ByteType = 1010;
  132. var ShortType = 1011;
  133. var UnsignedShortType = 1012;
  134. var IntType = 1013;
  135. var UnsignedIntType = 1014;
  136. var FloatType = 1015;
  137. var HalfFloatType = 1016;
  138. var UnsignedShort4444Type = 1017;
  139. var UnsignedShort5551Type = 1018;
  140. var UnsignedShort565Type = 1019;
  141. var UnsignedInt248Type = 1020;
  142. var AlphaFormat = 1021;
  143. var RGBFormat = 1022;
  144. var RGBAFormat = 1023;
  145. var LuminanceFormat = 1024;
  146. var LuminanceAlphaFormat = 1025;
  147. var RGBEFormat = RGBAFormat;
  148. var DepthFormat = 1026;
  149. var DepthStencilFormat = 1027;
  150. var RedFormat = 1028;
  151. var RedIntegerFormat = 1029;
  152. var RGFormat = 1030;
  153. var RGIntegerFormat = 1031;
  154. var RGBIntegerFormat = 1032;
  155. var RGBAIntegerFormat = 1033;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGB_ETC2_Format = 37492;
  166. var RGBA_ETC2_EAC_Format = 37496;
  167. var RGBA_ASTC_4x4_Format = 37808;
  168. var RGBA_ASTC_5x4_Format = 37809;
  169. var RGBA_ASTC_5x5_Format = 37810;
  170. var RGBA_ASTC_6x5_Format = 37811;
  171. var RGBA_ASTC_6x6_Format = 37812;
  172. var RGBA_ASTC_8x5_Format = 37813;
  173. var RGBA_ASTC_8x6_Format = 37814;
  174. var RGBA_ASTC_8x8_Format = 37815;
  175. var RGBA_ASTC_10x5_Format = 37816;
  176. var RGBA_ASTC_10x6_Format = 37817;
  177. var RGBA_ASTC_10x8_Format = 37818;
  178. var RGBA_ASTC_10x10_Format = 37819;
  179. var RGBA_ASTC_12x10_Format = 37820;
  180. var RGBA_ASTC_12x12_Format = 37821;
  181. var RGBA_BPTC_Format = 36492;
  182. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  183. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  184. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  185. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  186. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  187. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  188. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  189. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  190. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  191. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  192. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  193. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  194. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  195. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  196. var LoopOnce = 2200;
  197. var LoopRepeat = 2201;
  198. var LoopPingPong = 2202;
  199. var InterpolateDiscrete = 2300;
  200. var InterpolateLinear = 2301;
  201. var InterpolateSmooth = 2302;
  202. var ZeroCurvatureEnding = 2400;
  203. var ZeroSlopeEnding = 2401;
  204. var WrapAroundEnding = 2402;
  205. var NormalAnimationBlendMode = 2500;
  206. var AdditiveAnimationBlendMode = 2501;
  207. var TrianglesDrawMode = 0;
  208. var TriangleStripDrawMode = 1;
  209. var TriangleFanDrawMode = 2;
  210. var LinearEncoding = 3000;
  211. var sRGBEncoding = 3001;
  212. var GammaEncoding = 3007;
  213. var RGBEEncoding = 3002;
  214. var LogLuvEncoding = 3003;
  215. var RGBM7Encoding = 3004;
  216. var RGBM16Encoding = 3005;
  217. var RGBDEncoding = 3006;
  218. var BasicDepthPacking = 3200;
  219. var RGBADepthPacking = 3201;
  220. var TangentSpaceNormalMap = 0;
  221. var ObjectSpaceNormalMap = 1;
  222. var ZeroStencilOp = 0;
  223. var KeepStencilOp = 7680;
  224. var ReplaceStencilOp = 7681;
  225. var IncrementStencilOp = 7682;
  226. var DecrementStencilOp = 7683;
  227. var IncrementWrapStencilOp = 34055;
  228. var DecrementWrapStencilOp = 34056;
  229. var InvertStencilOp = 5386;
  230. var NeverStencilFunc = 512;
  231. var LessStencilFunc = 513;
  232. var EqualStencilFunc = 514;
  233. var LessEqualStencilFunc = 515;
  234. var GreaterStencilFunc = 516;
  235. var NotEqualStencilFunc = 517;
  236. var GreaterEqualStencilFunc = 518;
  237. var AlwaysStencilFunc = 519;
  238. var StaticDrawUsage = 35044;
  239. var DynamicDrawUsage = 35048;
  240. var StreamDrawUsage = 35040;
  241. var StaticReadUsage = 35045;
  242. var DynamicReadUsage = 35049;
  243. var StreamReadUsage = 35041;
  244. var StaticCopyUsage = 35046;
  245. var DynamicCopyUsage = 35050;
  246. var StreamCopyUsage = 35042;
  247. /**
  248. * https://github.com/mrdoob/eventdispatcher.js/
  249. */
  250. function EventDispatcher() {}
  251. Object.assign( EventDispatcher.prototype, {
  252. addEventListener: function ( type, listener ) {
  253. if ( this._listeners === undefined ) { this._listeners = {}; }
  254. var listeners = this._listeners;
  255. if ( listeners[ type ] === undefined ) {
  256. listeners[ type ] = [];
  257. }
  258. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  259. listeners[ type ].push( listener );
  260. }
  261. },
  262. hasEventListener: function ( type, listener ) {
  263. if ( this._listeners === undefined ) { return false; }
  264. var listeners = this._listeners;
  265. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  266. },
  267. removeEventListener: function ( type, listener ) {
  268. if ( this._listeners === undefined ) { return; }
  269. var listeners = this._listeners;
  270. var listenerArray = listeners[ type ];
  271. if ( listenerArray !== undefined ) {
  272. var index = listenerArray.indexOf( listener );
  273. if ( index !== - 1 ) {
  274. listenerArray.splice( index, 1 );
  275. }
  276. }
  277. },
  278. dispatchEvent: function ( event ) {
  279. if ( this._listeners === undefined ) { return; }
  280. var listeners = this._listeners;
  281. var listenerArray = listeners[ event.type ];
  282. if ( listenerArray !== undefined ) {
  283. event.target = this;
  284. // Make a copy, in case listeners are removed while iterating.
  285. var array = listenerArray.slice( 0 );
  286. for ( var i = 0, l = array.length; i < l; i ++ ) {
  287. array[ i ].call( this, event );
  288. }
  289. }
  290. }
  291. } );
  292. /**
  293. * @author alteredq / http://alteredqualia.com/
  294. * @author mrdoob / http://mrdoob.com/
  295. * @author WestLangley / http://github.com/WestLangley
  296. * @author thezwap
  297. */
  298. var _lut = [];
  299. for ( var i = 0; i < 256; i ++ ) {
  300. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  301. }
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. degToRad: function ( degrees ) {
  360. return degrees * MathUtils.DEG2RAD;
  361. },
  362. radToDeg: function ( radians ) {
  363. return radians * MathUtils.RAD2DEG;
  364. },
  365. isPowerOfTwo: function ( value ) {
  366. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  367. },
  368. ceilPowerOfTwo: function ( value ) {
  369. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  370. },
  371. floorPowerOfTwo: function ( value ) {
  372. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  373. },
  374. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  375. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  376. // rotations are applied to the axes in the order specified by 'order'
  377. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  378. // angles are in radians
  379. var cos = Math.cos;
  380. var sin = Math.sin;
  381. var c2 = cos( b / 2 );
  382. var s2 = sin( b / 2 );
  383. var c13 = cos( ( a + c ) / 2 );
  384. var s13 = sin( ( a + c ) / 2 );
  385. var c1_3 = cos( ( a - c ) / 2 );
  386. var s1_3 = sin( ( a - c ) / 2 );
  387. var c3_1 = cos( ( c - a ) / 2 );
  388. var s3_1 = sin( ( c - a ) / 2 );
  389. switch ( order ) {
  390. case 'XYX':
  391. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  392. break;
  393. case 'YZY':
  394. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  395. break;
  396. case 'ZXZ':
  397. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  398. break;
  399. case 'XZX':
  400. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  401. break;
  402. case 'YXY':
  403. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  404. break;
  405. case 'ZYZ':
  406. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  407. break;
  408. default:
  409. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  410. }
  411. }
  412. };
  413. /**
  414. * @author mrdoob / http://mrdoob.com/
  415. * @author philogb / http://blog.thejit.org/
  416. * @author egraether / http://egraether.com/
  417. * @author zz85 / http://www.lab4games.net/zz85/blog
  418. */
  419. function Vector2( x, y ) {
  420. if ( x === void 0 ) x = 0;
  421. if ( y === void 0 ) y = 0;
  422. this.x = x;
  423. this.y = y;
  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. if ( /^data:/i.test( image.src ) ) {
  913. return image.src;
  914. }
  915. if ( typeof HTMLCanvasElement == 'undefined' ) {
  916. return image.src;
  917. }
  918. var canvas;
  919. if ( image instanceof HTMLCanvasElement ) {
  920. canvas = image;
  921. } else {
  922. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  923. _canvas.width = image.width;
  924. _canvas.height = image.height;
  925. var context = _canvas.getContext( '2d' );
  926. if ( image instanceof ImageData ) {
  927. context.putImageData( image, 0, 0 );
  928. } else {
  929. context.drawImage( image, 0, 0, image.width, image.height );
  930. }
  931. canvas = _canvas;
  932. }
  933. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  934. return canvas.toDataURL( 'image/jpeg', 0.6 );
  935. } else {
  936. return canvas.toDataURL( 'image/png' );
  937. }
  938. }
  939. };
  940. /**
  941. * @author mrdoob / http://mrdoob.com/
  942. * @author alteredq / http://alteredqualia.com/
  943. * @author szimek / https://github.com/szimek/
  944. */
  945. var textureId = 0;
  946. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  947. Object.defineProperty( this, 'id', { value: textureId ++ } );
  948. this.uuid = MathUtils.generateUUID();
  949. this.name = '';
  950. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  951. this.mipmaps = [];
  952. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  953. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  954. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  955. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  956. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  957. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  958. this.format = format !== undefined ? format : RGBAFormat;
  959. this.internalFormat = null;
  960. this.type = type !== undefined ? type : UnsignedByteType;
  961. this.offset = new Vector2( 0, 0 );
  962. this.repeat = new Vector2( 1, 1 );
  963. this.center = new Vector2( 0, 0 );
  964. this.rotation = 0;
  965. this.matrixAutoUpdate = true;
  966. this.matrix = new Matrix3();
  967. this.generateMipmaps = true;
  968. this.premultiplyAlpha = false;
  969. this.flipY = true;
  970. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  971. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  972. //
  973. // Also changing the encoding after already used by a Material will not automatically make the Material
  974. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  975. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  976. this.version = 0;
  977. this.onUpdate = null;
  978. }
  979. Texture.DEFAULT_IMAGE = undefined;
  980. Texture.DEFAULT_MAPPING = UVMapping;
  981. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  982. constructor: Texture,
  983. isTexture: true,
  984. updateMatrix: function () {
  985. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  986. },
  987. clone: function () {
  988. return new this.constructor().copy( this );
  989. },
  990. copy: function ( source ) {
  991. this.name = source.name;
  992. this.image = source.image;
  993. this.mipmaps = source.mipmaps.slice( 0 );
  994. this.mapping = source.mapping;
  995. this.wrapS = source.wrapS;
  996. this.wrapT = source.wrapT;
  997. this.magFilter = source.magFilter;
  998. this.minFilter = source.minFilter;
  999. this.anisotropy = source.anisotropy;
  1000. this.format = source.format;
  1001. this.internalFormat = source.internalFormat;
  1002. this.type = source.type;
  1003. this.offset.copy( source.offset );
  1004. this.repeat.copy( source.repeat );
  1005. this.center.copy( source.center );
  1006. this.rotation = source.rotation;
  1007. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1008. this.matrix.copy( source.matrix );
  1009. this.generateMipmaps = source.generateMipmaps;
  1010. this.premultiplyAlpha = source.premultiplyAlpha;
  1011. this.flipY = source.flipY;
  1012. this.unpackAlignment = source.unpackAlignment;
  1013. this.encoding = source.encoding;
  1014. return this;
  1015. },
  1016. toJSON: function ( meta ) {
  1017. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1018. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1019. return meta.textures[ this.uuid ];
  1020. }
  1021. var output = {
  1022. metadata: {
  1023. version: 4.5,
  1024. type: 'Texture',
  1025. generator: 'Texture.toJSON'
  1026. },
  1027. uuid: this.uuid,
  1028. name: this.name,
  1029. mapping: this.mapping,
  1030. repeat: [ this.repeat.x, this.repeat.y ],
  1031. offset: [ this.offset.x, this.offset.y ],
  1032. center: [ this.center.x, this.center.y ],
  1033. rotation: this.rotation,
  1034. wrap: [ this.wrapS, this.wrapT ],
  1035. format: this.format,
  1036. type: this.type,
  1037. encoding: this.encoding,
  1038. minFilter: this.minFilter,
  1039. magFilter: this.magFilter,
  1040. anisotropy: this.anisotropy,
  1041. flipY: this.flipY,
  1042. premultiplyAlpha: this.premultiplyAlpha,
  1043. unpackAlignment: this.unpackAlignment
  1044. };
  1045. if ( this.image !== undefined ) {
  1046. // TODO: Move to THREE.Image
  1047. var image = this.image;
  1048. if ( image.uuid === undefined ) {
  1049. image.uuid = MathUtils.generateUUID(); // UGH
  1050. }
  1051. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1052. var url;
  1053. if ( Array.isArray( image ) ) {
  1054. // process array of images e.g. CubeTexture
  1055. url = [];
  1056. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1057. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1058. }
  1059. } else {
  1060. // process single image
  1061. url = ImageUtils.getDataURL( image );
  1062. }
  1063. meta.images[ image.uuid ] = {
  1064. uuid: image.uuid,
  1065. url: url
  1066. };
  1067. }
  1068. output.image = image.uuid;
  1069. }
  1070. if ( ! isRootObject ) {
  1071. meta.textures[ this.uuid ] = output;
  1072. }
  1073. return output;
  1074. },
  1075. dispose: function () {
  1076. this.dispatchEvent( { type: 'dispose' } );
  1077. },
  1078. transformUv: function ( uv ) {
  1079. if ( this.mapping !== UVMapping ) { return uv; }
  1080. uv.applyMatrix3( this.matrix );
  1081. if ( uv.x < 0 || uv.x > 1 ) {
  1082. switch ( this.wrapS ) {
  1083. case RepeatWrapping:
  1084. uv.x = uv.x - Math.floor( uv.x );
  1085. break;
  1086. case ClampToEdgeWrapping:
  1087. uv.x = uv.x < 0 ? 0 : 1;
  1088. break;
  1089. case MirroredRepeatWrapping:
  1090. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1091. uv.x = Math.ceil( uv.x ) - uv.x;
  1092. } else {
  1093. uv.x = uv.x - Math.floor( uv.x );
  1094. }
  1095. break;
  1096. }
  1097. }
  1098. if ( uv.y < 0 || uv.y > 1 ) {
  1099. switch ( this.wrapT ) {
  1100. case RepeatWrapping:
  1101. uv.y = uv.y - Math.floor( uv.y );
  1102. break;
  1103. case ClampToEdgeWrapping:
  1104. uv.y = uv.y < 0 ? 0 : 1;
  1105. break;
  1106. case MirroredRepeatWrapping:
  1107. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1108. uv.y = Math.ceil( uv.y ) - uv.y;
  1109. } else {
  1110. uv.y = uv.y - Math.floor( uv.y );
  1111. }
  1112. break;
  1113. }
  1114. }
  1115. if ( this.flipY ) {
  1116. uv.y = 1 - uv.y;
  1117. }
  1118. return uv;
  1119. }
  1120. } );
  1121. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1122. set: function ( value ) {
  1123. if ( value === true ) { this.version ++; }
  1124. }
  1125. } );
  1126. /**
  1127. * @author supereggbert / http://www.paulbrunt.co.uk/
  1128. * @author philogb / http://blog.thejit.org/
  1129. * @author mikael emtinger / http://gomo.se/
  1130. * @author egraether / http://egraether.com/
  1131. * @author WestLangley / http://github.com/WestLangley
  1132. */
  1133. function Vector4( x, y, z, w ) {
  1134. if ( x === void 0 ) x = 0;
  1135. if ( y === void 0 ) y = 0;
  1136. if ( z === void 0 ) z = 0;
  1137. if ( w === void 0 ) w = 1;
  1138. this.x = x;
  1139. this.y = y;
  1140. this.z = z;
  1141. this.w = w;
  1142. }
  1143. Object.defineProperties( Vector4.prototype, {
  1144. "width": {
  1145. get: function () {
  1146. return this.z;
  1147. },
  1148. set: function ( value ) {
  1149. this.z = value;
  1150. }
  1151. },
  1152. "height": {
  1153. get: function () {
  1154. return this.w;
  1155. },
  1156. set: function ( value ) {
  1157. this.w = value;
  1158. }
  1159. }
  1160. } );
  1161. Object.assign( Vector4.prototype, {
  1162. isVector4: true,
  1163. set: function ( x, y, z, w ) {
  1164. this.x = x;
  1165. this.y = y;
  1166. this.z = z;
  1167. this.w = w;
  1168. return this;
  1169. },
  1170. setScalar: function ( scalar ) {
  1171. this.x = scalar;
  1172. this.y = scalar;
  1173. this.z = scalar;
  1174. this.w = scalar;
  1175. return this;
  1176. },
  1177. setX: function ( x ) {
  1178. this.x = x;
  1179. return this;
  1180. },
  1181. setY: function ( y ) {
  1182. this.y = y;
  1183. return this;
  1184. },
  1185. setZ: function ( z ) {
  1186. this.z = z;
  1187. return this;
  1188. },
  1189. setW: function ( w ) {
  1190. this.w = w;
  1191. return this;
  1192. },
  1193. setComponent: function ( index, value ) {
  1194. switch ( index ) {
  1195. case 0: this.x = value; break;
  1196. case 1: this.y = value; break;
  1197. case 2: this.z = value; break;
  1198. case 3: this.w = value; break;
  1199. default: throw new Error( 'index is out of range: ' + index );
  1200. }
  1201. return this;
  1202. },
  1203. getComponent: function ( index ) {
  1204. switch ( index ) {
  1205. case 0: return this.x;
  1206. case 1: return this.y;
  1207. case 2: return this.z;
  1208. case 3: return this.w;
  1209. default: throw new Error( 'index is out of range: ' + index );
  1210. }
  1211. },
  1212. clone: function () {
  1213. return new this.constructor( this.x, this.y, this.z, this.w );
  1214. },
  1215. copy: function ( v ) {
  1216. this.x = v.x;
  1217. this.y = v.y;
  1218. this.z = v.z;
  1219. this.w = ( v.w !== undefined ) ? v.w : 1;
  1220. return this;
  1221. },
  1222. add: function ( v, w ) {
  1223. if ( w !== undefined ) {
  1224. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1225. return this.addVectors( v, w );
  1226. }
  1227. this.x += v.x;
  1228. this.y += v.y;
  1229. this.z += v.z;
  1230. this.w += v.w;
  1231. return this;
  1232. },
  1233. addScalar: function ( s ) {
  1234. this.x += s;
  1235. this.y += s;
  1236. this.z += s;
  1237. this.w += s;
  1238. return this;
  1239. },
  1240. addVectors: function ( a, b ) {
  1241. this.x = a.x + b.x;
  1242. this.y = a.y + b.y;
  1243. this.z = a.z + b.z;
  1244. this.w = a.w + b.w;
  1245. return this;
  1246. },
  1247. addScaledVector: function ( v, s ) {
  1248. this.x += v.x * s;
  1249. this.y += v.y * s;
  1250. this.z += v.z * s;
  1251. this.w += v.w * s;
  1252. return this;
  1253. },
  1254. sub: function ( v, w ) {
  1255. if ( w !== undefined ) {
  1256. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1257. return this.subVectors( v, w );
  1258. }
  1259. this.x -= v.x;
  1260. this.y -= v.y;
  1261. this.z -= v.z;
  1262. this.w -= v.w;
  1263. return this;
  1264. },
  1265. subScalar: function ( s ) {
  1266. this.x -= s;
  1267. this.y -= s;
  1268. this.z -= s;
  1269. this.w -= s;
  1270. return this;
  1271. },
  1272. subVectors: function ( a, b ) {
  1273. this.x = a.x - b.x;
  1274. this.y = a.y - b.y;
  1275. this.z = a.z - b.z;
  1276. this.w = a.w - b.w;
  1277. return this;
  1278. },
  1279. multiplyScalar: function ( scalar ) {
  1280. this.x *= scalar;
  1281. this.y *= scalar;
  1282. this.z *= scalar;
  1283. this.w *= scalar;
  1284. return this;
  1285. },
  1286. applyMatrix4: function ( m ) {
  1287. var x = this.x, y = this.y, z = this.z, w = this.w;
  1288. var e = m.elements;
  1289. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1290. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1291. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1292. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1293. return this;
  1294. },
  1295. divideScalar: function ( scalar ) {
  1296. return this.multiplyScalar( 1 / scalar );
  1297. },
  1298. setAxisAngleFromQuaternion: function ( q ) {
  1299. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1300. // q is assumed to be normalized
  1301. this.w = 2 * Math.acos( q.w );
  1302. var s = Math.sqrt( 1 - q.w * q.w );
  1303. if ( s < 0.0001 ) {
  1304. this.x = 1;
  1305. this.y = 0;
  1306. this.z = 0;
  1307. } else {
  1308. this.x = q.x / s;
  1309. this.y = q.y / s;
  1310. this.z = q.z / s;
  1311. }
  1312. return this;
  1313. },
  1314. setAxisAngleFromRotationMatrix: function ( m ) {
  1315. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1316. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1317. var angle, x, y, z; // variables for result
  1318. var epsilon = 0.01, // margin to allow for rounding errors
  1319. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1320. te = m.elements,
  1321. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1322. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1323. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1324. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1325. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1326. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1327. // singularity found
  1328. // first check for identity matrix which must have +1 for all terms
  1329. // in leading diagonal and zero in other terms
  1330. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1331. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1332. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1333. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1334. // this singularity is identity matrix so angle = 0
  1335. this.set( 1, 0, 0, 0 );
  1336. return this; // zero angle, arbitrary axis
  1337. }
  1338. // otherwise this singularity is angle = 180
  1339. angle = Math.PI;
  1340. var xx = ( m11 + 1 ) / 2;
  1341. var yy = ( m22 + 1 ) / 2;
  1342. var zz = ( m33 + 1 ) / 2;
  1343. var xy = ( m12 + m21 ) / 4;
  1344. var xz = ( m13 + m31 ) / 4;
  1345. var yz = ( m23 + m32 ) / 4;
  1346. if ( ( xx > yy ) && ( xx > zz ) ) {
  1347. // m11 is the largest diagonal term
  1348. if ( xx < epsilon ) {
  1349. x = 0;
  1350. y = 0.707106781;
  1351. z = 0.707106781;
  1352. } else {
  1353. x = Math.sqrt( xx );
  1354. y = xy / x;
  1355. z = xz / x;
  1356. }
  1357. } else if ( yy > zz ) {
  1358. // m22 is the largest diagonal term
  1359. if ( yy < epsilon ) {
  1360. x = 0.707106781;
  1361. y = 0;
  1362. z = 0.707106781;
  1363. } else {
  1364. y = Math.sqrt( yy );
  1365. x = xy / y;
  1366. z = yz / y;
  1367. }
  1368. } else {
  1369. // m33 is the largest diagonal term so base result on this
  1370. if ( zz < epsilon ) {
  1371. x = 0.707106781;
  1372. y = 0.707106781;
  1373. z = 0;
  1374. } else {
  1375. z = Math.sqrt( zz );
  1376. x = xz / z;
  1377. y = yz / z;
  1378. }
  1379. }
  1380. this.set( x, y, z, angle );
  1381. return this; // return 180 deg rotation
  1382. }
  1383. // as we have reached here there are no singularities so we can handle normally
  1384. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1385. ( m13 - m31 ) * ( m13 - m31 ) +
  1386. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1387. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1388. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1389. // caught by singularity test above, but I've left it in just in case
  1390. this.x = ( m32 - m23 ) / s;
  1391. this.y = ( m13 - m31 ) / s;
  1392. this.z = ( m21 - m12 ) / s;
  1393. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1394. return this;
  1395. },
  1396. min: function ( v ) {
  1397. this.x = Math.min( this.x, v.x );
  1398. this.y = Math.min( this.y, v.y );
  1399. this.z = Math.min( this.z, v.z );
  1400. this.w = Math.min( this.w, v.w );
  1401. return this;
  1402. },
  1403. max: function ( v ) {
  1404. this.x = Math.max( this.x, v.x );
  1405. this.y = Math.max( this.y, v.y );
  1406. this.z = Math.max( this.z, v.z );
  1407. this.w = Math.max( this.w, v.w );
  1408. return this;
  1409. },
  1410. clamp: function ( min, max ) {
  1411. // assumes min < max, componentwise
  1412. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1413. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1414. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1415. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1416. return this;
  1417. },
  1418. clampScalar: function ( minVal, maxVal ) {
  1419. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1420. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1421. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1422. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1423. return this;
  1424. },
  1425. clampLength: function ( min, max ) {
  1426. var length = this.length();
  1427. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1428. },
  1429. floor: function () {
  1430. this.x = Math.floor( this.x );
  1431. this.y = Math.floor( this.y );
  1432. this.z = Math.floor( this.z );
  1433. this.w = Math.floor( this.w );
  1434. return this;
  1435. },
  1436. ceil: function () {
  1437. this.x = Math.ceil( this.x );
  1438. this.y = Math.ceil( this.y );
  1439. this.z = Math.ceil( this.z );
  1440. this.w = Math.ceil( this.w );
  1441. return this;
  1442. },
  1443. round: function () {
  1444. this.x = Math.round( this.x );
  1445. this.y = Math.round( this.y );
  1446. this.z = Math.round( this.z );
  1447. this.w = Math.round( this.w );
  1448. return this;
  1449. },
  1450. roundToZero: function () {
  1451. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1452. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1453. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1454. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1455. return this;
  1456. },
  1457. negate: function () {
  1458. this.x = - this.x;
  1459. this.y = - this.y;
  1460. this.z = - this.z;
  1461. this.w = - this.w;
  1462. return this;
  1463. },
  1464. dot: function ( v ) {
  1465. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1466. },
  1467. lengthSq: function () {
  1468. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1469. },
  1470. length: function () {
  1471. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1472. },
  1473. manhattanLength: function () {
  1474. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1475. },
  1476. normalize: function () {
  1477. return this.divideScalar( this.length() || 1 );
  1478. },
  1479. setLength: function ( length ) {
  1480. return this.normalize().multiplyScalar( length );
  1481. },
  1482. lerp: function ( v, alpha ) {
  1483. this.x += ( v.x - this.x ) * alpha;
  1484. this.y += ( v.y - this.y ) * alpha;
  1485. this.z += ( v.z - this.z ) * alpha;
  1486. this.w += ( v.w - this.w ) * alpha;
  1487. return this;
  1488. },
  1489. lerpVectors: function ( v1, v2, alpha ) {
  1490. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1491. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1492. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1493. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1494. return this;
  1495. },
  1496. equals: function ( v ) {
  1497. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1498. },
  1499. fromArray: function ( array, offset ) {
  1500. if ( offset === undefined ) { offset = 0; }
  1501. this.x = array[ offset ];
  1502. this.y = array[ offset + 1 ];
  1503. this.z = array[ offset + 2 ];
  1504. this.w = array[ offset + 3 ];
  1505. return this;
  1506. },
  1507. toArray: function ( array, offset ) {
  1508. if ( array === undefined ) { array = []; }
  1509. if ( offset === undefined ) { offset = 0; }
  1510. array[ offset ] = this.x;
  1511. array[ offset + 1 ] = this.y;
  1512. array[ offset + 2 ] = this.z;
  1513. array[ offset + 3 ] = this.w;
  1514. return array;
  1515. },
  1516. fromBufferAttribute: function ( attribute, index, offset ) {
  1517. if ( offset !== undefined ) {
  1518. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1519. }
  1520. this.x = attribute.getX( index );
  1521. this.y = attribute.getY( index );
  1522. this.z = attribute.getZ( index );
  1523. this.w = attribute.getW( index );
  1524. return this;
  1525. },
  1526. random: function () {
  1527. this.x = Math.random();
  1528. this.y = Math.random();
  1529. this.z = Math.random();
  1530. this.w = Math.random();
  1531. return this;
  1532. }
  1533. } );
  1534. /**
  1535. * @author szimek / https://github.com/szimek/
  1536. * @author alteredq / http://alteredqualia.com/
  1537. * @author Marius Kintel / https://github.com/kintel
  1538. */
  1539. /*
  1540. In options, we can specify:
  1541. * Texture parameters for an auto-generated target texture
  1542. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1543. */
  1544. function WebGLRenderTarget( width, height, options ) {
  1545. this.width = width;
  1546. this.height = height;
  1547. this.scissor = new Vector4( 0, 0, width, height );
  1548. this.scissorTest = false;
  1549. this.viewport = new Vector4( 0, 0, width, height );
  1550. options = options || {};
  1551. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1552. this.texture.image = {};
  1553. this.texture.image.width = width;
  1554. this.texture.image.height = height;
  1555. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1556. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1557. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1558. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1559. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1560. }
  1561. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1562. constructor: WebGLRenderTarget,
  1563. isWebGLRenderTarget: true,
  1564. setSize: function ( width, height ) {
  1565. if ( this.width !== width || this.height !== height ) {
  1566. this.width = width;
  1567. this.height = height;
  1568. this.texture.image.width = width;
  1569. this.texture.image.height = height;
  1570. this.dispose();
  1571. }
  1572. this.viewport.set( 0, 0, width, height );
  1573. this.scissor.set( 0, 0, width, height );
  1574. },
  1575. clone: function () {
  1576. return new this.constructor().copy( this );
  1577. },
  1578. copy: function ( source ) {
  1579. this.width = source.width;
  1580. this.height = source.height;
  1581. this.viewport.copy( source.viewport );
  1582. this.texture = source.texture.clone();
  1583. this.depthBuffer = source.depthBuffer;
  1584. this.stencilBuffer = source.stencilBuffer;
  1585. this.depthTexture = source.depthTexture;
  1586. return this;
  1587. },
  1588. dispose: function () {
  1589. this.dispatchEvent( { type: 'dispose' } );
  1590. }
  1591. } );
  1592. /**
  1593. * @author Mugen87 / https://github.com/Mugen87
  1594. * @author Matt DesLauriers / @mattdesl
  1595. */
  1596. function WebGLMultisampleRenderTarget( width, height, options ) {
  1597. WebGLRenderTarget.call( this, width, height, options );
  1598. this.samples = 4;
  1599. }
  1600. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1601. constructor: WebGLMultisampleRenderTarget,
  1602. isWebGLMultisampleRenderTarget: true,
  1603. copy: function ( source ) {
  1604. WebGLRenderTarget.prototype.copy.call( this, source );
  1605. this.samples = source.samples;
  1606. return this;
  1607. }
  1608. } );
  1609. /**
  1610. * @author mikael emtinger / http://gomo.se/
  1611. * @author alteredq / http://alteredqualia.com/
  1612. * @author WestLangley / http://github.com/WestLangley
  1613. * @author bhouston / http://clara.io
  1614. */
  1615. function Quaternion( x, y, z, w ) {
  1616. if ( x === void 0 ) x = 0;
  1617. if ( y === void 0 ) y = 0;
  1618. if ( z === void 0 ) z = 0;
  1619. if ( w === void 0 ) w = 1;
  1620. this._x = x;
  1621. this._y = y;
  1622. this._z = z;
  1623. this._w = w;
  1624. }
  1625. Object.assign( Quaternion, {
  1626. slerp: function ( qa, qb, qm, t ) {
  1627. return qm.copy( qa ).slerp( qb, t );
  1628. },
  1629. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1630. // fuzz-free, array-based Quaternion SLERP operation
  1631. var x0 = src0[ srcOffset0 + 0 ],
  1632. y0 = src0[ srcOffset0 + 1 ],
  1633. z0 = src0[ srcOffset0 + 2 ],
  1634. w0 = src0[ srcOffset0 + 3 ];
  1635. var x1 = src1[ srcOffset1 + 0 ],
  1636. y1 = src1[ srcOffset1 + 1 ],
  1637. z1 = src1[ srcOffset1 + 2 ],
  1638. w1 = src1[ srcOffset1 + 3 ];
  1639. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1640. var s = 1 - t,
  1641. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1642. dir = ( cos >= 0 ? 1 : - 1 ),
  1643. sqrSin = 1 - cos * cos;
  1644. // Skip the Slerp for tiny steps to avoid numeric problems:
  1645. if ( sqrSin > Number.EPSILON ) {
  1646. var sin = Math.sqrt( sqrSin ),
  1647. len = Math.atan2( sin, cos * dir );
  1648. s = Math.sin( s * len ) / sin;
  1649. t = Math.sin( t * len ) / sin;
  1650. }
  1651. var tDir = t * dir;
  1652. x0 = x0 * s + x1 * tDir;
  1653. y0 = y0 * s + y1 * tDir;
  1654. z0 = z0 * s + z1 * tDir;
  1655. w0 = w0 * s + w1 * tDir;
  1656. // Normalize in case we just did a lerp:
  1657. if ( s === 1 - t ) {
  1658. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1659. x0 *= f;
  1660. y0 *= f;
  1661. z0 *= f;
  1662. w0 *= f;
  1663. }
  1664. }
  1665. dst[ dstOffset ] = x0;
  1666. dst[ dstOffset + 1 ] = y0;
  1667. dst[ dstOffset + 2 ] = z0;
  1668. dst[ dstOffset + 3 ] = w0;
  1669. },
  1670. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1671. var x0 = src0[ srcOffset0 ];
  1672. var y0 = src0[ srcOffset0 + 1 ];
  1673. var z0 = src0[ srcOffset0 + 2 ];
  1674. var w0 = src0[ srcOffset0 + 3 ];
  1675. var x1 = src1[ srcOffset1 ];
  1676. var y1 = src1[ srcOffset1 + 1 ];
  1677. var z1 = src1[ srcOffset1 + 2 ];
  1678. var w1 = src1[ srcOffset1 + 3 ];
  1679. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1680. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1681. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1682. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1683. return dst;
  1684. }
  1685. } );
  1686. Object.defineProperties( Quaternion.prototype, {
  1687. x: {
  1688. get: function () {
  1689. return this._x;
  1690. },
  1691. set: function ( value ) {
  1692. this._x = value;
  1693. this._onChangeCallback();
  1694. }
  1695. },
  1696. y: {
  1697. get: function () {
  1698. return this._y;
  1699. },
  1700. set: function ( value ) {
  1701. this._y = value;
  1702. this._onChangeCallback();
  1703. }
  1704. },
  1705. z: {
  1706. get: function () {
  1707. return this._z;
  1708. },
  1709. set: function ( value ) {
  1710. this._z = value;
  1711. this._onChangeCallback();
  1712. }
  1713. },
  1714. w: {
  1715. get: function () {
  1716. return this._w;
  1717. },
  1718. set: function ( value ) {
  1719. this._w = value;
  1720. this._onChangeCallback();
  1721. }
  1722. }
  1723. } );
  1724. Object.assign( Quaternion.prototype, {
  1725. isQuaternion: true,
  1726. set: function ( x, y, z, w ) {
  1727. this._x = x;
  1728. this._y = y;
  1729. this._z = z;
  1730. this._w = w;
  1731. this._onChangeCallback();
  1732. return this;
  1733. },
  1734. clone: function () {
  1735. return new this.constructor( this._x, this._y, this._z, this._w );
  1736. },
  1737. copy: function ( quaternion ) {
  1738. this._x = quaternion.x;
  1739. this._y = quaternion.y;
  1740. this._z = quaternion.z;
  1741. this._w = quaternion.w;
  1742. this._onChangeCallback();
  1743. return this;
  1744. },
  1745. setFromEuler: function ( euler, update ) {
  1746. if ( ! ( euler && euler.isEuler ) ) {
  1747. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1748. }
  1749. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1750. // http://www.mathworks.com/matlabcentral/fileexchange/
  1751. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1752. // content/SpinCalc.m
  1753. var cos = Math.cos;
  1754. var sin = Math.sin;
  1755. var c1 = cos( x / 2 );
  1756. var c2 = cos( y / 2 );
  1757. var c3 = cos( z / 2 );
  1758. var s1 = sin( x / 2 );
  1759. var s2 = sin( y / 2 );
  1760. var s3 = sin( z / 2 );
  1761. switch ( order ) {
  1762. case 'XYZ':
  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 'YXZ':
  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 'ZXY':
  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 'ZYX':
  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. case 'YZX':
  1787. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1788. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1789. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1790. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1791. break;
  1792. case 'XZY':
  1793. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1794. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1795. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1796. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1797. break;
  1798. default:
  1799. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1800. }
  1801. if ( update !== false ) { this._onChangeCallback(); }
  1802. return this;
  1803. },
  1804. setFromAxisAngle: function ( axis, angle ) {
  1805. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1806. // assumes axis is normalized
  1807. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1808. this._x = axis.x * s;
  1809. this._y = axis.y * s;
  1810. this._z = axis.z * s;
  1811. this._w = Math.cos( halfAngle );
  1812. this._onChangeCallback();
  1813. return this;
  1814. },
  1815. setFromRotationMatrix: function ( m ) {
  1816. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1817. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1818. var te = m.elements,
  1819. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1820. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1821. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1822. trace = m11 + m22 + m33;
  1823. if ( trace > 0 ) {
  1824. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1825. this._w = 0.25 / s;
  1826. this._x = ( m32 - m23 ) * s;
  1827. this._y = ( m13 - m31 ) * s;
  1828. this._z = ( m21 - m12 ) * s;
  1829. } else if ( m11 > m22 && m11 > m33 ) {
  1830. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1831. this._w = ( m32 - m23 ) / s$1;
  1832. this._x = 0.25 * s$1;
  1833. this._y = ( m12 + m21 ) / s$1;
  1834. this._z = ( m13 + m31 ) / s$1;
  1835. } else if ( m22 > m33 ) {
  1836. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1837. this._w = ( m13 - m31 ) / s$2;
  1838. this._x = ( m12 + m21 ) / s$2;
  1839. this._y = 0.25 * s$2;
  1840. this._z = ( m23 + m32 ) / s$2;
  1841. } else {
  1842. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1843. this._w = ( m21 - m12 ) / s$3;
  1844. this._x = ( m13 + m31 ) / s$3;
  1845. this._y = ( m23 + m32 ) / s$3;
  1846. this._z = 0.25 * s$3;
  1847. }
  1848. this._onChangeCallback();
  1849. return this;
  1850. },
  1851. setFromUnitVectors: function ( vFrom, vTo ) {
  1852. // assumes direction vectors vFrom and vTo are normalized
  1853. var EPS = 0.000001;
  1854. var r = vFrom.dot( vTo ) + 1;
  1855. if ( r < EPS ) {
  1856. r = 0;
  1857. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1858. this._x = - vFrom.y;
  1859. this._y = vFrom.x;
  1860. this._z = 0;
  1861. this._w = r;
  1862. } else {
  1863. this._x = 0;
  1864. this._y = - vFrom.z;
  1865. this._z = vFrom.y;
  1866. this._w = r;
  1867. }
  1868. } else {
  1869. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1870. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1871. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1872. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1873. this._w = r;
  1874. }
  1875. return this.normalize();
  1876. },
  1877. angleTo: function ( q ) {
  1878. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1879. },
  1880. rotateTowards: function ( q, step ) {
  1881. var angle = this.angleTo( q );
  1882. if ( angle === 0 ) { return this; }
  1883. var t = Math.min( 1, step / angle );
  1884. this.slerp( q, t );
  1885. return this;
  1886. },
  1887. inverse: function () {
  1888. // quaternion is assumed to have unit length
  1889. return this.conjugate();
  1890. },
  1891. conjugate: function () {
  1892. this._x *= - 1;
  1893. this._y *= - 1;
  1894. this._z *= - 1;
  1895. this._onChangeCallback();
  1896. return this;
  1897. },
  1898. dot: function ( v ) {
  1899. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1900. },
  1901. lengthSq: function () {
  1902. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1903. },
  1904. length: function () {
  1905. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1906. },
  1907. normalize: function () {
  1908. var l = this.length();
  1909. if ( l === 0 ) {
  1910. this._x = 0;
  1911. this._y = 0;
  1912. this._z = 0;
  1913. this._w = 1;
  1914. } else {
  1915. l = 1 / l;
  1916. this._x = this._x * l;
  1917. this._y = this._y * l;
  1918. this._z = this._z * l;
  1919. this._w = this._w * l;
  1920. }
  1921. this._onChangeCallback();
  1922. return this;
  1923. },
  1924. multiply: function ( q, p ) {
  1925. if ( p !== undefined ) {
  1926. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1927. return this.multiplyQuaternions( q, p );
  1928. }
  1929. return this.multiplyQuaternions( this, q );
  1930. },
  1931. premultiply: function ( q ) {
  1932. return this.multiplyQuaternions( q, this );
  1933. },
  1934. multiplyQuaternions: function ( a, b ) {
  1935. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1936. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1937. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1938. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1939. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1940. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1941. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1942. this._onChangeCallback();
  1943. return this;
  1944. },
  1945. slerp: function ( qb, t ) {
  1946. if ( t === 0 ) { return this; }
  1947. if ( t === 1 ) { return this.copy( qb ); }
  1948. var x = this._x, y = this._y, z = this._z, w = this._w;
  1949. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1950. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1951. if ( cosHalfTheta < 0 ) {
  1952. this._w = - qb._w;
  1953. this._x = - qb._x;
  1954. this._y = - qb._y;
  1955. this._z = - qb._z;
  1956. cosHalfTheta = - cosHalfTheta;
  1957. } else {
  1958. this.copy( qb );
  1959. }
  1960. if ( cosHalfTheta >= 1.0 ) {
  1961. this._w = w;
  1962. this._x = x;
  1963. this._y = y;
  1964. this._z = z;
  1965. return this;
  1966. }
  1967. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1968. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1969. var s = 1 - t;
  1970. this._w = s * w + t * this._w;
  1971. this._x = s * x + t * this._x;
  1972. this._y = s * y + t * this._y;
  1973. this._z = s * z + t * this._z;
  1974. this.normalize();
  1975. this._onChangeCallback();
  1976. return this;
  1977. }
  1978. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1979. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1980. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1981. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1982. this._w = ( w * ratioA + this._w * ratioB );
  1983. this._x = ( x * ratioA + this._x * ratioB );
  1984. this._y = ( y * ratioA + this._y * ratioB );
  1985. this._z = ( z * ratioA + this._z * ratioB );
  1986. this._onChangeCallback();
  1987. return this;
  1988. },
  1989. equals: function ( quaternion ) {
  1990. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1991. },
  1992. fromArray: function ( array, offset ) {
  1993. if ( offset === undefined ) { offset = 0; }
  1994. this._x = array[ offset ];
  1995. this._y = array[ offset + 1 ];
  1996. this._z = array[ offset + 2 ];
  1997. this._w = array[ offset + 3 ];
  1998. this._onChangeCallback();
  1999. return this;
  2000. },
  2001. toArray: function ( array, offset ) {
  2002. if ( array === undefined ) { array = []; }
  2003. if ( offset === undefined ) { offset = 0; }
  2004. array[ offset ] = this._x;
  2005. array[ offset + 1 ] = this._y;
  2006. array[ offset + 2 ] = this._z;
  2007. array[ offset + 3 ] = this._w;
  2008. return array;
  2009. },
  2010. fromBufferAttribute: function ( attribute, index ) {
  2011. this._x = attribute.getX( index );
  2012. this._y = attribute.getY( index );
  2013. this._z = attribute.getZ( index );
  2014. this._w = attribute.getW( index );
  2015. return this;
  2016. },
  2017. _onChange: function ( callback ) {
  2018. this._onChangeCallback = callback;
  2019. return this;
  2020. },
  2021. _onChangeCallback: function () {}
  2022. } );
  2023. /**
  2024. * @author mrdoob / http://mrdoob.com/
  2025. * @author kile / http://kile.stravaganza.org/
  2026. * @author philogb / http://blog.thejit.org/
  2027. * @author mikael emtinger / http://gomo.se/
  2028. * @author egraether / http://egraether.com/
  2029. * @author WestLangley / http://github.com/WestLangley
  2030. */
  2031. var _vector = new Vector3();
  2032. var _quaternion = new Quaternion();
  2033. function Vector3( x, y, z ) {
  2034. if ( x === void 0 ) x = 0;
  2035. if ( y === void 0 ) y = 0;
  2036. if ( z === void 0 ) z = 0;
  2037. this.x = x;
  2038. this.y = y;
  2039. this.z = z;
  2040. }
  2041. Object.assign( Vector3.prototype, {
  2042. isVector3: true,
  2043. set: function ( x, y, z ) {
  2044. this.x = x;
  2045. this.y = y;
  2046. this.z = z;
  2047. return this;
  2048. },
  2049. setScalar: function ( scalar ) {
  2050. this.x = scalar;
  2051. this.y = scalar;
  2052. this.z = scalar;
  2053. return this;
  2054. },
  2055. setX: function ( x ) {
  2056. this.x = x;
  2057. return this;
  2058. },
  2059. setY: function ( y ) {
  2060. this.y = y;
  2061. return this;
  2062. },
  2063. setZ: function ( z ) {
  2064. this.z = z;
  2065. return this;
  2066. },
  2067. setComponent: function ( index, value ) {
  2068. switch ( index ) {
  2069. case 0: this.x = value; break;
  2070. case 1: this.y = value; break;
  2071. case 2: this.z = value; break;
  2072. default: throw new Error( 'index is out of range: ' + index );
  2073. }
  2074. return this;
  2075. },
  2076. getComponent: function ( index ) {
  2077. switch ( index ) {
  2078. case 0: return this.x;
  2079. case 1: return this.y;
  2080. case 2: return this.z;
  2081. default: throw new Error( 'index is out of range: ' + index );
  2082. }
  2083. },
  2084. clone: function () {
  2085. return new this.constructor( this.x, this.y, this.z );
  2086. },
  2087. copy: function ( v ) {
  2088. this.x = v.x;
  2089. this.y = v.y;
  2090. this.z = v.z;
  2091. return this;
  2092. },
  2093. add: function ( v, w ) {
  2094. if ( w !== undefined ) {
  2095. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2096. return this.addVectors( v, w );
  2097. }
  2098. this.x += v.x;
  2099. this.y += v.y;
  2100. this.z += v.z;
  2101. return this;
  2102. },
  2103. addScalar: function ( s ) {
  2104. this.x += s;
  2105. this.y += s;
  2106. this.z += s;
  2107. return this;
  2108. },
  2109. addVectors: function ( a, b ) {
  2110. this.x = a.x + b.x;
  2111. this.y = a.y + b.y;
  2112. this.z = a.z + b.z;
  2113. return this;
  2114. },
  2115. addScaledVector: function ( v, s ) {
  2116. this.x += v.x * s;
  2117. this.y += v.y * s;
  2118. this.z += v.z * s;
  2119. return this;
  2120. },
  2121. sub: function ( v, w ) {
  2122. if ( w !== undefined ) {
  2123. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2124. return this.subVectors( v, w );
  2125. }
  2126. this.x -= v.x;
  2127. this.y -= v.y;
  2128. this.z -= v.z;
  2129. return this;
  2130. },
  2131. subScalar: function ( s ) {
  2132. this.x -= s;
  2133. this.y -= s;
  2134. this.z -= s;
  2135. return this;
  2136. },
  2137. subVectors: function ( a, b ) {
  2138. this.x = a.x - b.x;
  2139. this.y = a.y - b.y;
  2140. this.z = a.z - b.z;
  2141. return this;
  2142. },
  2143. multiply: function ( v, w ) {
  2144. if ( w !== undefined ) {
  2145. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2146. return this.multiplyVectors( v, w );
  2147. }
  2148. this.x *= v.x;
  2149. this.y *= v.y;
  2150. this.z *= v.z;
  2151. return this;
  2152. },
  2153. multiplyScalar: function ( scalar ) {
  2154. this.x *= scalar;
  2155. this.y *= scalar;
  2156. this.z *= scalar;
  2157. return this;
  2158. },
  2159. multiplyVectors: function ( a, b ) {
  2160. this.x = a.x * b.x;
  2161. this.y = a.y * b.y;
  2162. this.z = a.z * b.z;
  2163. return this;
  2164. },
  2165. applyEuler: function ( euler ) {
  2166. if ( ! ( euler && euler.isEuler ) ) {
  2167. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2168. }
  2169. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2170. },
  2171. applyAxisAngle: function ( axis, angle ) {
  2172. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2173. },
  2174. applyMatrix3: function ( m ) {
  2175. var x = this.x, y = this.y, z = this.z;
  2176. var e = m.elements;
  2177. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2178. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2179. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2180. return this;
  2181. },
  2182. applyNormalMatrix: function ( m ) {
  2183. return this.applyMatrix3( m ).normalize();
  2184. },
  2185. applyMatrix4: function ( m ) {
  2186. var x = this.x, y = this.y, z = this.z;
  2187. var e = m.elements;
  2188. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2189. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2190. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2191. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2192. return this;
  2193. },
  2194. applyQuaternion: function ( q ) {
  2195. var x = this.x, y = this.y, z = this.z;
  2196. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2197. // calculate quat * vector
  2198. var ix = qw * x + qy * z - qz * y;
  2199. var iy = qw * y + qz * x - qx * z;
  2200. var iz = qw * z + qx * y - qy * x;
  2201. var iw = - qx * x - qy * y - qz * z;
  2202. // calculate result * inverse quat
  2203. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2204. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2205. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2206. return this;
  2207. },
  2208. project: function ( camera ) {
  2209. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2210. },
  2211. unproject: function ( camera ) {
  2212. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2213. },
  2214. transformDirection: function ( m ) {
  2215. // input: THREE.Matrix4 affine matrix
  2216. // vector interpreted as a direction
  2217. var x = this.x, y = this.y, z = this.z;
  2218. var e = m.elements;
  2219. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2220. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2221. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2222. return this.normalize();
  2223. },
  2224. divide: function ( v ) {
  2225. this.x /= v.x;
  2226. this.y /= v.y;
  2227. this.z /= v.z;
  2228. return this;
  2229. },
  2230. divideScalar: function ( scalar ) {
  2231. return this.multiplyScalar( 1 / scalar );
  2232. },
  2233. min: function ( v ) {
  2234. this.x = Math.min( this.x, v.x );
  2235. this.y = Math.min( this.y, v.y );
  2236. this.z = Math.min( this.z, v.z );
  2237. return this;
  2238. },
  2239. max: function ( v ) {
  2240. this.x = Math.max( this.x, v.x );
  2241. this.y = Math.max( this.y, v.y );
  2242. this.z = Math.max( this.z, v.z );
  2243. return this;
  2244. },
  2245. clamp: function ( min, max ) {
  2246. // assumes min < max, componentwise
  2247. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2248. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2249. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2250. return this;
  2251. },
  2252. clampScalar: function ( minVal, maxVal ) {
  2253. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2254. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2255. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2256. return this;
  2257. },
  2258. clampLength: function ( min, max ) {
  2259. var length = this.length();
  2260. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2261. },
  2262. floor: function () {
  2263. this.x = Math.floor( this.x );
  2264. this.y = Math.floor( this.y );
  2265. this.z = Math.floor( this.z );
  2266. return this;
  2267. },
  2268. ceil: function () {
  2269. this.x = Math.ceil( this.x );
  2270. this.y = Math.ceil( this.y );
  2271. this.z = Math.ceil( this.z );
  2272. return this;
  2273. },
  2274. round: function () {
  2275. this.x = Math.round( this.x );
  2276. this.y = Math.round( this.y );
  2277. this.z = Math.round( this.z );
  2278. return this;
  2279. },
  2280. roundToZero: function () {
  2281. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2282. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2283. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2284. return this;
  2285. },
  2286. negate: function () {
  2287. this.x = - this.x;
  2288. this.y = - this.y;
  2289. this.z = - this.z;
  2290. return this;
  2291. },
  2292. dot: function ( v ) {
  2293. return this.x * v.x + this.y * v.y + this.z * v.z;
  2294. },
  2295. // TODO lengthSquared?
  2296. lengthSq: function () {
  2297. return this.x * this.x + this.y * this.y + this.z * this.z;
  2298. },
  2299. length: function () {
  2300. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2301. },
  2302. manhattanLength: function () {
  2303. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2304. },
  2305. normalize: function () {
  2306. return this.divideScalar( this.length() || 1 );
  2307. },
  2308. setLength: function ( length ) {
  2309. return this.normalize().multiplyScalar( length );
  2310. },
  2311. lerp: function ( v, alpha ) {
  2312. this.x += ( v.x - this.x ) * alpha;
  2313. this.y += ( v.y - this.y ) * alpha;
  2314. this.z += ( v.z - this.z ) * alpha;
  2315. return this;
  2316. },
  2317. lerpVectors: function ( v1, v2, alpha ) {
  2318. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2319. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2320. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2321. return this;
  2322. },
  2323. cross: function ( v, w ) {
  2324. if ( w !== undefined ) {
  2325. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2326. return this.crossVectors( v, w );
  2327. }
  2328. return this.crossVectors( this, v );
  2329. },
  2330. crossVectors: function ( a, b ) {
  2331. var ax = a.x, ay = a.y, az = a.z;
  2332. var bx = b.x, by = b.y, bz = b.z;
  2333. this.x = ay * bz - az * by;
  2334. this.y = az * bx - ax * bz;
  2335. this.z = ax * by - ay * bx;
  2336. return this;
  2337. },
  2338. projectOnVector: function ( v ) {
  2339. var denominator = v.lengthSq();
  2340. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2341. var scalar = v.dot( this ) / denominator;
  2342. return this.copy( v ).multiplyScalar( scalar );
  2343. },
  2344. projectOnPlane: function ( planeNormal ) {
  2345. _vector.copy( this ).projectOnVector( planeNormal );
  2346. return this.sub( _vector );
  2347. },
  2348. reflect: function ( normal ) {
  2349. // reflect incident vector off plane orthogonal to normal
  2350. // normal is assumed to have unit length
  2351. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2352. },
  2353. angleTo: function ( v ) {
  2354. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2355. if ( denominator === 0 ) { return Math.PI / 2; }
  2356. var theta = this.dot( v ) / denominator;
  2357. // clamp, to handle numerical problems
  2358. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2359. },
  2360. distanceTo: function ( v ) {
  2361. return Math.sqrt( this.distanceToSquared( v ) );
  2362. },
  2363. distanceToSquared: function ( v ) {
  2364. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2365. return dx * dx + dy * dy + dz * dz;
  2366. },
  2367. manhattanDistanceTo: function ( v ) {
  2368. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2369. },
  2370. setFromSpherical: function ( s ) {
  2371. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2372. },
  2373. setFromSphericalCoords: function ( radius, phi, theta ) {
  2374. var sinPhiRadius = Math.sin( phi ) * radius;
  2375. this.x = sinPhiRadius * Math.sin( theta );
  2376. this.y = Math.cos( phi ) * radius;
  2377. this.z = sinPhiRadius * Math.cos( theta );
  2378. return this;
  2379. },
  2380. setFromCylindrical: function ( c ) {
  2381. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2382. },
  2383. setFromCylindricalCoords: function ( radius, theta, y ) {
  2384. this.x = radius * Math.sin( theta );
  2385. this.y = y;
  2386. this.z = radius * Math.cos( theta );
  2387. return this;
  2388. },
  2389. setFromMatrixPosition: function ( m ) {
  2390. var e = m.elements;
  2391. this.x = e[ 12 ];
  2392. this.y = e[ 13 ];
  2393. this.z = e[ 14 ];
  2394. return this;
  2395. },
  2396. setFromMatrixScale: function ( m ) {
  2397. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2398. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2399. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2400. this.x = sx;
  2401. this.y = sy;
  2402. this.z = sz;
  2403. return this;
  2404. },
  2405. setFromMatrixColumn: function ( m, index ) {
  2406. return this.fromArray( m.elements, index * 4 );
  2407. },
  2408. setFromMatrix3Column: function ( m, index ) {
  2409. return this.fromArray( m.elements, index * 3 );
  2410. },
  2411. equals: function ( v ) {
  2412. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2413. },
  2414. fromArray: function ( array, offset ) {
  2415. if ( offset === undefined ) { offset = 0; }
  2416. this.x = array[ offset ];
  2417. this.y = array[ offset + 1 ];
  2418. this.z = array[ offset + 2 ];
  2419. return this;
  2420. },
  2421. toArray: function ( array, offset ) {
  2422. if ( array === undefined ) { array = []; }
  2423. if ( offset === undefined ) { offset = 0; }
  2424. array[ offset ] = this.x;
  2425. array[ offset + 1 ] = this.y;
  2426. array[ offset + 2 ] = this.z;
  2427. return array;
  2428. },
  2429. fromBufferAttribute: function ( attribute, index, offset ) {
  2430. if ( offset !== undefined ) {
  2431. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2432. }
  2433. this.x = attribute.getX( index );
  2434. this.y = attribute.getY( index );
  2435. this.z = attribute.getZ( index );
  2436. return this;
  2437. },
  2438. random: function () {
  2439. this.x = Math.random();
  2440. this.y = Math.random();
  2441. this.z = Math.random();
  2442. return this;
  2443. }
  2444. } );
  2445. var _v1 = new Vector3();
  2446. var _m1 = new Matrix4();
  2447. var _zero = new Vector3( 0, 0, 0 );
  2448. var _one = new Vector3( 1, 1, 1 );
  2449. var _x = new Vector3();
  2450. var _y = new Vector3();
  2451. var _z = new Vector3();
  2452. /**
  2453. * @author mrdoob / http://mrdoob.com/
  2454. * @author supereggbert / http://www.paulbrunt.co.uk/
  2455. * @author philogb / http://blog.thejit.org/
  2456. * @author jordi_ros / http://plattsoft.com
  2457. * @author D1plo1d / http://github.com/D1plo1d
  2458. * @author alteredq / http://alteredqualia.com/
  2459. * @author mikael emtinger / http://gomo.se/
  2460. * @author timknip / http://www.floorplanner.com/
  2461. * @author bhouston / http://clara.io
  2462. * @author WestLangley / http://github.com/WestLangley
  2463. */
  2464. function Matrix4() {
  2465. this.elements = [
  2466. 1, 0, 0, 0,
  2467. 0, 1, 0, 0,
  2468. 0, 0, 1, 0,
  2469. 0, 0, 0, 1
  2470. ];
  2471. if ( arguments.length > 0 ) {
  2472. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2473. }
  2474. }
  2475. Object.assign( Matrix4.prototype, {
  2476. isMatrix4: true,
  2477. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2478. var te = this.elements;
  2479. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2480. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2481. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2482. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2483. return this;
  2484. },
  2485. identity: function () {
  2486. this.set(
  2487. 1, 0, 0, 0,
  2488. 0, 1, 0, 0,
  2489. 0, 0, 1, 0,
  2490. 0, 0, 0, 1
  2491. );
  2492. return this;
  2493. },
  2494. clone: function () {
  2495. return new Matrix4().fromArray( this.elements );
  2496. },
  2497. copy: function ( m ) {
  2498. var te = this.elements;
  2499. var me = m.elements;
  2500. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2501. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2502. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2503. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2504. return this;
  2505. },
  2506. copyPosition: function ( m ) {
  2507. var te = this.elements, me = m.elements;
  2508. te[ 12 ] = me[ 12 ];
  2509. te[ 13 ] = me[ 13 ];
  2510. te[ 14 ] = me[ 14 ];
  2511. return this;
  2512. },
  2513. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2514. xAxis.setFromMatrixColumn( this, 0 );
  2515. yAxis.setFromMatrixColumn( this, 1 );
  2516. zAxis.setFromMatrixColumn( this, 2 );
  2517. return this;
  2518. },
  2519. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2520. this.set(
  2521. xAxis.x, yAxis.x, zAxis.x, 0,
  2522. xAxis.y, yAxis.y, zAxis.y, 0,
  2523. xAxis.z, yAxis.z, zAxis.z, 0,
  2524. 0, 0, 0, 1
  2525. );
  2526. return this;
  2527. },
  2528. extractRotation: function ( m ) {
  2529. // this method does not support reflection matrices
  2530. var te = this.elements;
  2531. var me = m.elements;
  2532. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2533. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2534. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2535. te[ 0 ] = me[ 0 ] * scaleX;
  2536. te[ 1 ] = me[ 1 ] * scaleX;
  2537. te[ 2 ] = me[ 2 ] * scaleX;
  2538. te[ 3 ] = 0;
  2539. te[ 4 ] = me[ 4 ] * scaleY;
  2540. te[ 5 ] = me[ 5 ] * scaleY;
  2541. te[ 6 ] = me[ 6 ] * scaleY;
  2542. te[ 7 ] = 0;
  2543. te[ 8 ] = me[ 8 ] * scaleZ;
  2544. te[ 9 ] = me[ 9 ] * scaleZ;
  2545. te[ 10 ] = me[ 10 ] * scaleZ;
  2546. te[ 11 ] = 0;
  2547. te[ 12 ] = 0;
  2548. te[ 13 ] = 0;
  2549. te[ 14 ] = 0;
  2550. te[ 15 ] = 1;
  2551. return this;
  2552. },
  2553. makeRotationFromEuler: function ( euler ) {
  2554. if ( ! ( euler && euler.isEuler ) ) {
  2555. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2556. }
  2557. var te = this.elements;
  2558. var x = euler.x, y = euler.y, z = euler.z;
  2559. var a = Math.cos( x ), b = Math.sin( x );
  2560. var c = Math.cos( y ), d = Math.sin( y );
  2561. var e = Math.cos( z ), f = Math.sin( z );
  2562. if ( euler.order === 'XYZ' ) {
  2563. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2564. te[ 0 ] = c * e;
  2565. te[ 4 ] = - c * f;
  2566. te[ 8 ] = d;
  2567. te[ 1 ] = af + be * d;
  2568. te[ 5 ] = ae - bf * d;
  2569. te[ 9 ] = - b * c;
  2570. te[ 2 ] = bf - ae * d;
  2571. te[ 6 ] = be + af * d;
  2572. te[ 10 ] = a * c;
  2573. } else if ( euler.order === 'YXZ' ) {
  2574. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2575. te[ 0 ] = ce + df * b;
  2576. te[ 4 ] = de * b - cf;
  2577. te[ 8 ] = a * d;
  2578. te[ 1 ] = a * f;
  2579. te[ 5 ] = a * e;
  2580. te[ 9 ] = - b;
  2581. te[ 2 ] = cf * b - de;
  2582. te[ 6 ] = df + ce * b;
  2583. te[ 10 ] = a * c;
  2584. } else if ( euler.order === 'ZXY' ) {
  2585. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2586. te[ 0 ] = ce$1 - df$1 * b;
  2587. te[ 4 ] = - a * f;
  2588. te[ 8 ] = de$1 + cf$1 * b;
  2589. te[ 1 ] = cf$1 + de$1 * b;
  2590. te[ 5 ] = a * e;
  2591. te[ 9 ] = df$1 - ce$1 * b;
  2592. te[ 2 ] = - a * d;
  2593. te[ 6 ] = b;
  2594. te[ 10 ] = a * c;
  2595. } else if ( euler.order === 'ZYX' ) {
  2596. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2597. te[ 0 ] = c * e;
  2598. te[ 4 ] = be$1 * d - af$1;
  2599. te[ 8 ] = ae$1 * d + bf$1;
  2600. te[ 1 ] = c * f;
  2601. te[ 5 ] = bf$1 * d + ae$1;
  2602. te[ 9 ] = af$1 * d - be$1;
  2603. te[ 2 ] = - d;
  2604. te[ 6 ] = b * c;
  2605. te[ 10 ] = a * c;
  2606. } else if ( euler.order === 'YZX' ) {
  2607. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2608. te[ 0 ] = c * e;
  2609. te[ 4 ] = bd - ac * f;
  2610. te[ 8 ] = bc * f + ad;
  2611. te[ 1 ] = f;
  2612. te[ 5 ] = a * e;
  2613. te[ 9 ] = - b * e;
  2614. te[ 2 ] = - d * e;
  2615. te[ 6 ] = ad * f + bc;
  2616. te[ 10 ] = ac - bd * f;
  2617. } else if ( euler.order === 'XZY' ) {
  2618. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2619. te[ 0 ] = c * e;
  2620. te[ 4 ] = - f;
  2621. te[ 8 ] = d * e;
  2622. te[ 1 ] = ac$1 * f + bd$1;
  2623. te[ 5 ] = a * e;
  2624. te[ 9 ] = ad$1 * f - bc$1;
  2625. te[ 2 ] = bc$1 * f - ad$1;
  2626. te[ 6 ] = b * e;
  2627. te[ 10 ] = bd$1 * f + ac$1;
  2628. }
  2629. // bottom row
  2630. te[ 3 ] = 0;
  2631. te[ 7 ] = 0;
  2632. te[ 11 ] = 0;
  2633. // last column
  2634. te[ 12 ] = 0;
  2635. te[ 13 ] = 0;
  2636. te[ 14 ] = 0;
  2637. te[ 15 ] = 1;
  2638. return this;
  2639. },
  2640. makeRotationFromQuaternion: function ( q ) {
  2641. return this.compose( _zero, q, _one );
  2642. },
  2643. lookAt: function ( eye, target, up ) {
  2644. var te = this.elements;
  2645. _z.subVectors( eye, target );
  2646. if ( _z.lengthSq() === 0 ) {
  2647. // eye and target are in the same position
  2648. _z.z = 1;
  2649. }
  2650. _z.normalize();
  2651. _x.crossVectors( up, _z );
  2652. if ( _x.lengthSq() === 0 ) {
  2653. // up and z are parallel
  2654. if ( Math.abs( up.z ) === 1 ) {
  2655. _z.x += 0.0001;
  2656. } else {
  2657. _z.z += 0.0001;
  2658. }
  2659. _z.normalize();
  2660. _x.crossVectors( up, _z );
  2661. }
  2662. _x.normalize();
  2663. _y.crossVectors( _z, _x );
  2664. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2665. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2666. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2667. return this;
  2668. },
  2669. multiply: function ( m, n ) {
  2670. if ( n !== undefined ) {
  2671. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2672. return this.multiplyMatrices( m, n );
  2673. }
  2674. return this.multiplyMatrices( this, m );
  2675. },
  2676. premultiply: function ( m ) {
  2677. return this.multiplyMatrices( m, this );
  2678. },
  2679. multiplyMatrices: function ( a, b ) {
  2680. var ae = a.elements;
  2681. var be = b.elements;
  2682. var te = this.elements;
  2683. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2684. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2685. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2686. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2687. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2688. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2689. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2690. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2691. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2692. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2693. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2694. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2695. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2696. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2697. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2698. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2699. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2700. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2701. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2702. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2703. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2704. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2705. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2706. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2707. return this;
  2708. },
  2709. multiplyScalar: function ( s ) {
  2710. var te = this.elements;
  2711. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2712. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2713. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2714. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2715. return this;
  2716. },
  2717. determinant: function () {
  2718. var te = this.elements;
  2719. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2720. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2721. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2722. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2723. //TODO: make this more efficient
  2724. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2725. return (
  2726. n41 * (
  2727. + n14 * n23 * n32
  2728. - n13 * n24 * n32
  2729. - n14 * n22 * n33
  2730. + n12 * n24 * n33
  2731. + n13 * n22 * n34
  2732. - n12 * n23 * n34
  2733. ) +
  2734. n42 * (
  2735. + n11 * n23 * n34
  2736. - n11 * n24 * n33
  2737. + n14 * n21 * n33
  2738. - n13 * n21 * n34
  2739. + n13 * n24 * n31
  2740. - n14 * n23 * n31
  2741. ) +
  2742. n43 * (
  2743. + n11 * n24 * n32
  2744. - n11 * n22 * n34
  2745. - n14 * n21 * n32
  2746. + n12 * n21 * n34
  2747. + n14 * n22 * n31
  2748. - n12 * n24 * n31
  2749. ) +
  2750. n44 * (
  2751. - n13 * n22 * n31
  2752. - n11 * n23 * n32
  2753. + n11 * n22 * n33
  2754. + n13 * n21 * n32
  2755. - n12 * n21 * n33
  2756. + n12 * n23 * n31
  2757. )
  2758. );
  2759. },
  2760. transpose: function () {
  2761. var te = this.elements;
  2762. var tmp;
  2763. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2764. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2765. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2766. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2767. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2768. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2769. return this;
  2770. },
  2771. setPosition: function ( x, y, z ) {
  2772. var te = this.elements;
  2773. if ( x.isVector3 ) {
  2774. te[ 12 ] = x.x;
  2775. te[ 13 ] = x.y;
  2776. te[ 14 ] = x.z;
  2777. } else {
  2778. te[ 12 ] = x;
  2779. te[ 13 ] = y;
  2780. te[ 14 ] = z;
  2781. }
  2782. return this;
  2783. },
  2784. getInverse: function ( m, throwOnDegenerate ) {
  2785. if ( throwOnDegenerate !== undefined ) {
  2786. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2787. }
  2788. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2789. var te = this.elements,
  2790. me = m.elements,
  2791. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2792. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2793. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2794. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2795. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2796. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2797. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2798. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2799. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2800. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2801. var detInv = 1 / det;
  2802. te[ 0 ] = t11 * detInv;
  2803. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2804. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2805. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2806. te[ 4 ] = t12 * detInv;
  2807. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2808. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2809. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2810. te[ 8 ] = t13 * detInv;
  2811. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2812. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2813. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2814. te[ 12 ] = t14 * detInv;
  2815. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2816. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2817. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2818. return this;
  2819. },
  2820. scale: function ( v ) {
  2821. var te = this.elements;
  2822. var x = v.x, y = v.y, z = v.z;
  2823. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2824. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2825. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2826. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2827. return this;
  2828. },
  2829. getMaxScaleOnAxis: function () {
  2830. var te = this.elements;
  2831. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2832. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2833. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2834. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2835. },
  2836. makeTranslation: function ( x, y, z ) {
  2837. this.set(
  2838. 1, 0, 0, x,
  2839. 0, 1, 0, y,
  2840. 0, 0, 1, z,
  2841. 0, 0, 0, 1
  2842. );
  2843. return this;
  2844. },
  2845. makeRotationX: function ( theta ) {
  2846. var c = Math.cos( theta ), s = Math.sin( theta );
  2847. this.set(
  2848. 1, 0, 0, 0,
  2849. 0, c, - s, 0,
  2850. 0, s, c, 0,
  2851. 0, 0, 0, 1
  2852. );
  2853. return this;
  2854. },
  2855. makeRotationY: function ( theta ) {
  2856. var c = Math.cos( theta ), s = Math.sin( theta );
  2857. this.set(
  2858. c, 0, s, 0,
  2859. 0, 1, 0, 0,
  2860. - s, 0, c, 0,
  2861. 0, 0, 0, 1
  2862. );
  2863. return this;
  2864. },
  2865. makeRotationZ: function ( theta ) {
  2866. var c = Math.cos( theta ), s = Math.sin( theta );
  2867. this.set(
  2868. c, - s, 0, 0,
  2869. s, c, 0, 0,
  2870. 0, 0, 1, 0,
  2871. 0, 0, 0, 1
  2872. );
  2873. return this;
  2874. },
  2875. makeRotationAxis: function ( axis, angle ) {
  2876. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2877. var c = Math.cos( angle );
  2878. var s = Math.sin( angle );
  2879. var t = 1 - c;
  2880. var x = axis.x, y = axis.y, z = axis.z;
  2881. var tx = t * x, ty = t * y;
  2882. this.set(
  2883. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2884. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2885. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2886. 0, 0, 0, 1
  2887. );
  2888. return this;
  2889. },
  2890. makeScale: function ( x, y, z ) {
  2891. this.set(
  2892. x, 0, 0, 0,
  2893. 0, y, 0, 0,
  2894. 0, 0, z, 0,
  2895. 0, 0, 0, 1
  2896. );
  2897. return this;
  2898. },
  2899. makeShear: function ( x, y, z ) {
  2900. this.set(
  2901. 1, y, z, 0,
  2902. x, 1, z, 0,
  2903. x, y, 1, 0,
  2904. 0, 0, 0, 1
  2905. );
  2906. return this;
  2907. },
  2908. compose: function ( position, quaternion, scale ) {
  2909. var te = this.elements;
  2910. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2911. var x2 = x + x, y2 = y + y, z2 = z + z;
  2912. var xx = x * x2, xy = x * y2, xz = x * z2;
  2913. var yy = y * y2, yz = y * z2, zz = z * z2;
  2914. var wx = w * x2, wy = w * y2, wz = w * z2;
  2915. var sx = scale.x, sy = scale.y, sz = scale.z;
  2916. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2917. te[ 1 ] = ( xy + wz ) * sx;
  2918. te[ 2 ] = ( xz - wy ) * sx;
  2919. te[ 3 ] = 0;
  2920. te[ 4 ] = ( xy - wz ) * sy;
  2921. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2922. te[ 6 ] = ( yz + wx ) * sy;
  2923. te[ 7 ] = 0;
  2924. te[ 8 ] = ( xz + wy ) * sz;
  2925. te[ 9 ] = ( yz - wx ) * sz;
  2926. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2927. te[ 11 ] = 0;
  2928. te[ 12 ] = position.x;
  2929. te[ 13 ] = position.y;
  2930. te[ 14 ] = position.z;
  2931. te[ 15 ] = 1;
  2932. return this;
  2933. },
  2934. decompose: function ( position, quaternion, scale ) {
  2935. var te = this.elements;
  2936. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2937. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2938. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2939. // if determine is negative, we need to invert one scale
  2940. var det = this.determinant();
  2941. if ( det < 0 ) { sx = - sx; }
  2942. position.x = te[ 12 ];
  2943. position.y = te[ 13 ];
  2944. position.z = te[ 14 ];
  2945. // scale the rotation part
  2946. _m1.copy( this );
  2947. var invSX = 1 / sx;
  2948. var invSY = 1 / sy;
  2949. var invSZ = 1 / sz;
  2950. _m1.elements[ 0 ] *= invSX;
  2951. _m1.elements[ 1 ] *= invSX;
  2952. _m1.elements[ 2 ] *= invSX;
  2953. _m1.elements[ 4 ] *= invSY;
  2954. _m1.elements[ 5 ] *= invSY;
  2955. _m1.elements[ 6 ] *= invSY;
  2956. _m1.elements[ 8 ] *= invSZ;
  2957. _m1.elements[ 9 ] *= invSZ;
  2958. _m1.elements[ 10 ] *= invSZ;
  2959. quaternion.setFromRotationMatrix( _m1 );
  2960. scale.x = sx;
  2961. scale.y = sy;
  2962. scale.z = sz;
  2963. return this;
  2964. },
  2965. makePerspective: function ( left, right, top, bottom, near, far ) {
  2966. if ( far === undefined ) {
  2967. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2968. }
  2969. var te = this.elements;
  2970. var x = 2 * near / ( right - left );
  2971. var y = 2 * near / ( top - bottom );
  2972. var a = ( right + left ) / ( right - left );
  2973. var b = ( top + bottom ) / ( top - bottom );
  2974. var c = - ( far + near ) / ( far - near );
  2975. var d = - 2 * far * near / ( far - near );
  2976. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2977. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2978. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2979. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2980. return this;
  2981. },
  2982. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2983. var te = this.elements;
  2984. var w = 1.0 / ( right - left );
  2985. var h = 1.0 / ( top - bottom );
  2986. var p = 1.0 / ( far - near );
  2987. var x = ( right + left ) * w;
  2988. var y = ( top + bottom ) * h;
  2989. var z = ( far + near ) * p;
  2990. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2991. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2992. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2993. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2994. return this;
  2995. },
  2996. equals: function ( matrix ) {
  2997. var te = this.elements;
  2998. var me = matrix.elements;
  2999. for ( var i = 0; i < 16; i ++ ) {
  3000. if ( te[ i ] !== me[ i ] ) { return false; }
  3001. }
  3002. return true;
  3003. },
  3004. fromArray: function ( array, offset ) {
  3005. if ( offset === undefined ) { offset = 0; }
  3006. for ( var i = 0; i < 16; i ++ ) {
  3007. this.elements[ i ] = array[ i + offset ];
  3008. }
  3009. return this;
  3010. },
  3011. toArray: function ( array, offset ) {
  3012. if ( array === undefined ) { array = []; }
  3013. if ( offset === undefined ) { offset = 0; }
  3014. var te = this.elements;
  3015. array[ offset ] = te[ 0 ];
  3016. array[ offset + 1 ] = te[ 1 ];
  3017. array[ offset + 2 ] = te[ 2 ];
  3018. array[ offset + 3 ] = te[ 3 ];
  3019. array[ offset + 4 ] = te[ 4 ];
  3020. array[ offset + 5 ] = te[ 5 ];
  3021. array[ offset + 6 ] = te[ 6 ];
  3022. array[ offset + 7 ] = te[ 7 ];
  3023. array[ offset + 8 ] = te[ 8 ];
  3024. array[ offset + 9 ] = te[ 9 ];
  3025. array[ offset + 10 ] = te[ 10 ];
  3026. array[ offset + 11 ] = te[ 11 ];
  3027. array[ offset + 12 ] = te[ 12 ];
  3028. array[ offset + 13 ] = te[ 13 ];
  3029. array[ offset + 14 ] = te[ 14 ];
  3030. array[ offset + 15 ] = te[ 15 ];
  3031. return array;
  3032. }
  3033. } );
  3034. /**
  3035. * @author mrdoob / http://mrdoob.com/
  3036. * @author WestLangley / http://github.com/WestLangley
  3037. * @author bhouston / http://clara.io
  3038. */
  3039. var _matrix = new Matrix4();
  3040. var _quaternion$1 = new Quaternion();
  3041. function Euler( x, y, z, order ) {
  3042. if ( x === void 0 ) x = 0;
  3043. if ( y === void 0 ) y = 0;
  3044. if ( z === void 0 ) z = 0;
  3045. if ( order === void 0 ) order = Euler.DefaultOrder;
  3046. this._x = x;
  3047. this._y = y;
  3048. this._z = z;
  3049. this._order = order;
  3050. }
  3051. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3052. Euler.DefaultOrder = 'XYZ';
  3053. Object.defineProperties( Euler.prototype, {
  3054. x: {
  3055. get: function () {
  3056. return this._x;
  3057. },
  3058. set: function ( value ) {
  3059. this._x = value;
  3060. this._onChangeCallback();
  3061. }
  3062. },
  3063. y: {
  3064. get: function () {
  3065. return this._y;
  3066. },
  3067. set: function ( value ) {
  3068. this._y = value;
  3069. this._onChangeCallback();
  3070. }
  3071. },
  3072. z: {
  3073. get: function () {
  3074. return this._z;
  3075. },
  3076. set: function ( value ) {
  3077. this._z = value;
  3078. this._onChangeCallback();
  3079. }
  3080. },
  3081. order: {
  3082. get: function () {
  3083. return this._order;
  3084. },
  3085. set: function ( value ) {
  3086. this._order = value;
  3087. this._onChangeCallback();
  3088. }
  3089. }
  3090. } );
  3091. Object.assign( Euler.prototype, {
  3092. isEuler: true,
  3093. set: function ( x, y, z, order ) {
  3094. this._x = x;
  3095. this._y = y;
  3096. this._z = z;
  3097. this._order = order || this._order;
  3098. this._onChangeCallback();
  3099. return this;
  3100. },
  3101. clone: function () {
  3102. return new this.constructor( this._x, this._y, this._z, this._order );
  3103. },
  3104. copy: function ( euler ) {
  3105. this._x = euler._x;
  3106. this._y = euler._y;
  3107. this._z = euler._z;
  3108. this._order = euler._order;
  3109. this._onChangeCallback();
  3110. return this;
  3111. },
  3112. setFromRotationMatrix: function ( m, order, update ) {
  3113. var clamp = MathUtils.clamp;
  3114. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3115. var te = m.elements;
  3116. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3117. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3118. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3119. order = order || this._order;
  3120. switch ( order ) {
  3121. case 'XYZ':
  3122. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3123. if ( Math.abs( m13 ) < 0.9999999 ) {
  3124. this._x = Math.atan2( - m23, m33 );
  3125. this._z = Math.atan2( - m12, m11 );
  3126. } else {
  3127. this._x = Math.atan2( m32, m22 );
  3128. this._z = 0;
  3129. }
  3130. break;
  3131. case 'YXZ':
  3132. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3133. if ( Math.abs( m23 ) < 0.9999999 ) {
  3134. this._y = Math.atan2( m13, m33 );
  3135. this._z = Math.atan2( m21, m22 );
  3136. } else {
  3137. this._y = Math.atan2( - m31, m11 );
  3138. this._z = 0;
  3139. }
  3140. break;
  3141. case 'ZXY':
  3142. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3143. if ( Math.abs( m32 ) < 0.9999999 ) {
  3144. this._y = Math.atan2( - m31, m33 );
  3145. this._z = Math.atan2( - m12, m22 );
  3146. } else {
  3147. this._y = 0;
  3148. this._z = Math.atan2( m21, m11 );
  3149. }
  3150. break;
  3151. case 'ZYX':
  3152. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3153. if ( Math.abs( m31 ) < 0.9999999 ) {
  3154. this._x = Math.atan2( m32, m33 );
  3155. this._z = Math.atan2( m21, m11 );
  3156. } else {
  3157. this._x = 0;
  3158. this._z = Math.atan2( - m12, m22 );
  3159. }
  3160. break;
  3161. case 'YZX':
  3162. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3163. if ( Math.abs( m21 ) < 0.9999999 ) {
  3164. this._x = Math.atan2( - m23, m22 );
  3165. this._y = Math.atan2( - m31, m11 );
  3166. } else {
  3167. this._x = 0;
  3168. this._y = Math.atan2( m13, m33 );
  3169. }
  3170. break;
  3171. case 'XZY':
  3172. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3173. if ( Math.abs( m12 ) < 0.9999999 ) {
  3174. this._x = Math.atan2( m32, m22 );
  3175. this._y = Math.atan2( m13, m11 );
  3176. } else {
  3177. this._x = Math.atan2( - m23, m33 );
  3178. this._y = 0;
  3179. }
  3180. break;
  3181. default:
  3182. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3183. }
  3184. this._order = order;
  3185. if ( update !== false ) { this._onChangeCallback(); }
  3186. return this;
  3187. },
  3188. setFromQuaternion: function ( q, order, update ) {
  3189. _matrix.makeRotationFromQuaternion( q );
  3190. return this.setFromRotationMatrix( _matrix, order, update );
  3191. },
  3192. setFromVector3: function ( v, order ) {
  3193. return this.set( v.x, v.y, v.z, order || this._order );
  3194. },
  3195. reorder: function ( newOrder ) {
  3196. // WARNING: this discards revolution information -bhouston
  3197. _quaternion$1.setFromEuler( this );
  3198. return this.setFromQuaternion( _quaternion$1, newOrder );
  3199. },
  3200. equals: function ( euler ) {
  3201. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3202. },
  3203. fromArray: function ( array ) {
  3204. this._x = array[ 0 ];
  3205. this._y = array[ 1 ];
  3206. this._z = array[ 2 ];
  3207. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3208. this._onChangeCallback();
  3209. return this;
  3210. },
  3211. toArray: function ( array, offset ) {
  3212. if ( array === undefined ) { array = []; }
  3213. if ( offset === undefined ) { offset = 0; }
  3214. array[ offset ] = this._x;
  3215. array[ offset + 1 ] = this._y;
  3216. array[ offset + 2 ] = this._z;
  3217. array[ offset + 3 ] = this._order;
  3218. return array;
  3219. },
  3220. toVector3: function ( optionalResult ) {
  3221. if ( optionalResult ) {
  3222. return optionalResult.set( this._x, this._y, this._z );
  3223. } else {
  3224. return new Vector3( this._x, this._y, this._z );
  3225. }
  3226. },
  3227. _onChange: function ( callback ) {
  3228. this._onChangeCallback = callback;
  3229. return this;
  3230. },
  3231. _onChangeCallback: function () {}
  3232. } );
  3233. /**
  3234. * @author mrdoob / http://mrdoob.com/
  3235. */
  3236. function Layers() {
  3237. this.mask = 1 | 0;
  3238. }
  3239. Object.assign( Layers.prototype, {
  3240. set: function ( channel ) {
  3241. this.mask = 1 << channel | 0;
  3242. },
  3243. enable: function ( channel ) {
  3244. this.mask |= 1 << channel | 0;
  3245. },
  3246. enableAll: function () {
  3247. this.mask = 0xffffffff | 0;
  3248. },
  3249. toggle: function ( channel ) {
  3250. this.mask ^= 1 << channel | 0;
  3251. },
  3252. disable: function ( channel ) {
  3253. this.mask &= ~ ( 1 << channel | 0 );
  3254. },
  3255. disableAll: function () {
  3256. this.mask = 0;
  3257. },
  3258. test: function ( layers ) {
  3259. return ( this.mask & layers.mask ) !== 0;
  3260. }
  3261. } );
  3262. var _object3DId = 0;
  3263. var _v1$1 = new Vector3();
  3264. var _q1 = new Quaternion();
  3265. var _m1$1 = new Matrix4();
  3266. var _target = new Vector3();
  3267. var _position = new Vector3();
  3268. var _scale = new Vector3();
  3269. var _quaternion$2 = new Quaternion();
  3270. var _xAxis = new Vector3( 1, 0, 0 );
  3271. var _yAxis = new Vector3( 0, 1, 0 );
  3272. var _zAxis = new Vector3( 0, 0, 1 );
  3273. var _addedEvent = { type: 'added' };
  3274. var _removedEvent = { type: 'removed' };
  3275. /**
  3276. * @author mrdoob / http://mrdoob.com/
  3277. * @author mikael emtinger / http://gomo.se/
  3278. * @author alteredq / http://alteredqualia.com/
  3279. * @author WestLangley / http://github.com/WestLangley
  3280. * @author elephantatwork / www.elephantatwork.ch
  3281. */
  3282. function Object3D() {
  3283. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3284. this.uuid = MathUtils.generateUUID();
  3285. this.name = '';
  3286. this.type = 'Object3D';
  3287. this.parent = null;
  3288. this.children = [];
  3289. this.up = Object3D.DefaultUp.clone();
  3290. var position = new Vector3();
  3291. var rotation = new Euler();
  3292. var quaternion = new Quaternion();
  3293. var scale = new Vector3( 1, 1, 1 );
  3294. function onRotationChange() {
  3295. quaternion.setFromEuler( rotation, false );
  3296. }
  3297. function onQuaternionChange() {
  3298. rotation.setFromQuaternion( quaternion, undefined, false );
  3299. }
  3300. rotation._onChange( onRotationChange );
  3301. quaternion._onChange( onQuaternionChange );
  3302. Object.defineProperties( this, {
  3303. position: {
  3304. configurable: true,
  3305. enumerable: true,
  3306. value: position
  3307. },
  3308. rotation: {
  3309. configurable: true,
  3310. enumerable: true,
  3311. value: rotation
  3312. },
  3313. quaternion: {
  3314. configurable: true,
  3315. enumerable: true,
  3316. value: quaternion
  3317. },
  3318. scale: {
  3319. configurable: true,
  3320. enumerable: true,
  3321. value: scale
  3322. },
  3323. modelViewMatrix: {
  3324. value: new Matrix4()
  3325. },
  3326. normalMatrix: {
  3327. value: new Matrix3()
  3328. }
  3329. } );
  3330. this.matrix = new Matrix4();
  3331. this.matrixWorld = new Matrix4();
  3332. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3333. this.matrixWorldNeedsUpdate = false;
  3334. this.layers = new Layers();
  3335. this.visible = true;
  3336. this.castShadow = false;
  3337. this.receiveShadow = false;
  3338. this.frustumCulled = true;
  3339. this.renderOrder = 0;
  3340. this.userData = {};
  3341. }
  3342. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3343. Object3D.DefaultMatrixAutoUpdate = true;
  3344. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3345. constructor: Object3D,
  3346. isObject3D: true,
  3347. onBeforeRender: function () {},
  3348. onAfterRender: function () {},
  3349. applyMatrix4: function ( matrix ) {
  3350. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3351. this.matrix.premultiply( matrix );
  3352. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3353. },
  3354. applyQuaternion: function ( q ) {
  3355. this.quaternion.premultiply( q );
  3356. return this;
  3357. },
  3358. setRotationFromAxisAngle: function ( axis, angle ) {
  3359. // assumes axis is normalized
  3360. this.quaternion.setFromAxisAngle( axis, angle );
  3361. },
  3362. setRotationFromEuler: function ( euler ) {
  3363. this.quaternion.setFromEuler( euler, true );
  3364. },
  3365. setRotationFromMatrix: function ( m ) {
  3366. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3367. this.quaternion.setFromRotationMatrix( m );
  3368. },
  3369. setRotationFromQuaternion: function ( q ) {
  3370. // assumes q is normalized
  3371. this.quaternion.copy( q );
  3372. },
  3373. rotateOnAxis: function ( axis, angle ) {
  3374. // rotate object on axis in object space
  3375. // axis is assumed to be normalized
  3376. _q1.setFromAxisAngle( axis, angle );
  3377. this.quaternion.multiply( _q1 );
  3378. return this;
  3379. },
  3380. rotateOnWorldAxis: function ( axis, angle ) {
  3381. // rotate object on axis in world space
  3382. // axis is assumed to be normalized
  3383. // method assumes no rotated parent
  3384. _q1.setFromAxisAngle( axis, angle );
  3385. this.quaternion.premultiply( _q1 );
  3386. return this;
  3387. },
  3388. rotateX: function ( angle ) {
  3389. return this.rotateOnAxis( _xAxis, angle );
  3390. },
  3391. rotateY: function ( angle ) {
  3392. return this.rotateOnAxis( _yAxis, angle );
  3393. },
  3394. rotateZ: function ( angle ) {
  3395. return this.rotateOnAxis( _zAxis, angle );
  3396. },
  3397. translateOnAxis: function ( axis, distance ) {
  3398. // translate object by distance along axis in object space
  3399. // axis is assumed to be normalized
  3400. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3401. this.position.add( _v1$1.multiplyScalar( distance ) );
  3402. return this;
  3403. },
  3404. translateX: function ( distance ) {
  3405. return this.translateOnAxis( _xAxis, distance );
  3406. },
  3407. translateY: function ( distance ) {
  3408. return this.translateOnAxis( _yAxis, distance );
  3409. },
  3410. translateZ: function ( distance ) {
  3411. return this.translateOnAxis( _zAxis, distance );
  3412. },
  3413. localToWorld: function ( vector ) {
  3414. return vector.applyMatrix4( this.matrixWorld );
  3415. },
  3416. worldToLocal: function ( vector ) {
  3417. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3418. },
  3419. lookAt: function ( x, y, z ) {
  3420. // This method does not support objects having non-uniformly-scaled parent(s)
  3421. if ( x.isVector3 ) {
  3422. _target.copy( x );
  3423. } else {
  3424. _target.set( x, y, z );
  3425. }
  3426. var parent = this.parent;
  3427. this.updateWorldMatrix( true, false );
  3428. _position.setFromMatrixPosition( this.matrixWorld );
  3429. if ( this.isCamera || this.isLight ) {
  3430. _m1$1.lookAt( _position, _target, this.up );
  3431. } else {
  3432. _m1$1.lookAt( _target, _position, this.up );
  3433. }
  3434. this.quaternion.setFromRotationMatrix( _m1$1 );
  3435. if ( parent ) {
  3436. _m1$1.extractRotation( parent.matrixWorld );
  3437. _q1.setFromRotationMatrix( _m1$1 );
  3438. this.quaternion.premultiply( _q1.inverse() );
  3439. }
  3440. },
  3441. add: function ( object ) {
  3442. if ( arguments.length > 1 ) {
  3443. for ( var i = 0; i < arguments.length; i ++ ) {
  3444. this.add( arguments[ i ] );
  3445. }
  3446. return this;
  3447. }
  3448. if ( object === this ) {
  3449. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3450. return this;
  3451. }
  3452. if ( ( object && object.isObject3D ) ) {
  3453. if ( object.parent !== null ) {
  3454. object.parent.remove( object );
  3455. }
  3456. object.parent = this;
  3457. this.children.push( object );
  3458. object.dispatchEvent( _addedEvent );
  3459. } else {
  3460. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3461. }
  3462. return this;
  3463. },
  3464. remove: function ( object ) {
  3465. if ( arguments.length > 1 ) {
  3466. for ( var i = 0; i < arguments.length; i ++ ) {
  3467. this.remove( arguments[ i ] );
  3468. }
  3469. return this;
  3470. }
  3471. var index = this.children.indexOf( object );
  3472. if ( index !== - 1 ) {
  3473. object.parent = null;
  3474. this.children.splice( index, 1 );
  3475. object.dispatchEvent( _removedEvent );
  3476. }
  3477. return this;
  3478. },
  3479. attach: function ( object ) {
  3480. // adds object as a child of this, while maintaining the object's world transform
  3481. this.updateWorldMatrix( true, false );
  3482. _m1$1.getInverse( this.matrixWorld );
  3483. if ( object.parent !== null ) {
  3484. object.parent.updateWorldMatrix( true, false );
  3485. _m1$1.multiply( object.parent.matrixWorld );
  3486. }
  3487. object.applyMatrix4( _m1$1 );
  3488. object.updateWorldMatrix( false, false );
  3489. this.add( object );
  3490. return this;
  3491. },
  3492. getObjectById: function ( id ) {
  3493. return this.getObjectByProperty( 'id', id );
  3494. },
  3495. getObjectByName: function ( name ) {
  3496. return this.getObjectByProperty( 'name', name );
  3497. },
  3498. getObjectByProperty: function ( name, value ) {
  3499. if ( this[ name ] === value ) { return this; }
  3500. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3501. var child = this.children[ i ];
  3502. var object = child.getObjectByProperty( name, value );
  3503. if ( object !== undefined ) {
  3504. return object;
  3505. }
  3506. }
  3507. return undefined;
  3508. },
  3509. getWorldPosition: function ( target ) {
  3510. if ( target === undefined ) {
  3511. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3512. target = new Vector3();
  3513. }
  3514. this.updateMatrixWorld( true );
  3515. return target.setFromMatrixPosition( this.matrixWorld );
  3516. },
  3517. getWorldQuaternion: function ( target ) {
  3518. if ( target === undefined ) {
  3519. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3520. target = new Quaternion();
  3521. }
  3522. this.updateMatrixWorld( true );
  3523. this.matrixWorld.decompose( _position, target, _scale );
  3524. return target;
  3525. },
  3526. getWorldScale: function ( target ) {
  3527. if ( target === undefined ) {
  3528. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3529. target = new Vector3();
  3530. }
  3531. this.updateMatrixWorld( true );
  3532. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3533. return target;
  3534. },
  3535. getWorldDirection: function ( target ) {
  3536. if ( target === undefined ) {
  3537. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3538. target = new Vector3();
  3539. }
  3540. this.updateMatrixWorld( true );
  3541. var e = this.matrixWorld.elements;
  3542. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3543. },
  3544. raycast: function () {},
  3545. traverse: function ( callback ) {
  3546. callback( this );
  3547. var children = this.children;
  3548. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3549. children[ i ].traverse( callback );
  3550. }
  3551. },
  3552. traverseVisible: function ( callback ) {
  3553. if ( this.visible === false ) { return; }
  3554. callback( this );
  3555. var children = this.children;
  3556. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3557. children[ i ].traverseVisible( callback );
  3558. }
  3559. },
  3560. traverseAncestors: function ( callback ) {
  3561. var parent = this.parent;
  3562. if ( parent !== null ) {
  3563. callback( parent );
  3564. parent.traverseAncestors( callback );
  3565. }
  3566. },
  3567. updateMatrix: function () {
  3568. this.matrix.compose( this.position, this.quaternion, this.scale );
  3569. this.matrixWorldNeedsUpdate = true;
  3570. },
  3571. updateMatrixWorld: function ( force ) {
  3572. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3573. if ( this.matrixWorldNeedsUpdate || force ) {
  3574. if ( this.parent === null ) {
  3575. this.matrixWorld.copy( this.matrix );
  3576. } else {
  3577. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3578. }
  3579. this.matrixWorldNeedsUpdate = false;
  3580. force = true;
  3581. }
  3582. // update children
  3583. var children = this.children;
  3584. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3585. children[ i ].updateMatrixWorld( force );
  3586. }
  3587. },
  3588. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3589. var parent = this.parent;
  3590. if ( updateParents === true && parent !== null ) {
  3591. parent.updateWorldMatrix( true, false );
  3592. }
  3593. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3594. if ( this.parent === null ) {
  3595. this.matrixWorld.copy( this.matrix );
  3596. } else {
  3597. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3598. }
  3599. // update children
  3600. if ( updateChildren === true ) {
  3601. var children = this.children;
  3602. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3603. children[ i ].updateWorldMatrix( false, true );
  3604. }
  3605. }
  3606. },
  3607. toJSON: function ( meta ) {
  3608. // meta is a string when called from JSON.stringify
  3609. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3610. var output = {};
  3611. // meta is a hash used to collect geometries, materials.
  3612. // not providing it implies that this is the root object
  3613. // being serialized.
  3614. if ( isRootObject ) {
  3615. // initialize meta obj
  3616. meta = {
  3617. geometries: {},
  3618. materials: {},
  3619. textures: {},
  3620. images: {},
  3621. shapes: {}
  3622. };
  3623. output.metadata = {
  3624. version: 4.5,
  3625. type: 'Object',
  3626. generator: 'Object3D.toJSON'
  3627. };
  3628. }
  3629. // standard Object3D serialization
  3630. var object = {};
  3631. object.uuid = this.uuid;
  3632. object.type = this.type;
  3633. if ( this.name !== '' ) { object.name = this.name; }
  3634. if ( this.castShadow === true ) { object.castShadow = true; }
  3635. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3636. if ( this.visible === false ) { object.visible = false; }
  3637. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3638. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3639. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3640. object.layers = this.layers.mask;
  3641. object.matrix = this.matrix.toArray();
  3642. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3643. // object specific properties
  3644. if ( this.isInstancedMesh ) {
  3645. object.type = 'InstancedMesh';
  3646. object.count = this.count;
  3647. object.instanceMatrix = this.instanceMatrix.toJSON();
  3648. }
  3649. //
  3650. function serialize( library, element ) {
  3651. if ( library[ element.uuid ] === undefined ) {
  3652. library[ element.uuid ] = element.toJSON( meta );
  3653. }
  3654. return element.uuid;
  3655. }
  3656. if ( this.isMesh || this.isLine || this.isPoints ) {
  3657. object.geometry = serialize( meta.geometries, this.geometry );
  3658. var parameters = this.geometry.parameters;
  3659. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3660. var shapes = parameters.shapes;
  3661. if ( Array.isArray( shapes ) ) {
  3662. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3663. var shape = shapes[ i ];
  3664. serialize( meta.shapes, shape );
  3665. }
  3666. } else {
  3667. serialize( meta.shapes, shapes );
  3668. }
  3669. }
  3670. }
  3671. if ( this.material !== undefined ) {
  3672. if ( Array.isArray( this.material ) ) {
  3673. var uuids = [];
  3674. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3675. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3676. }
  3677. object.material = uuids;
  3678. } else {
  3679. object.material = serialize( meta.materials, this.material );
  3680. }
  3681. }
  3682. //
  3683. if ( this.children.length > 0 ) {
  3684. object.children = [];
  3685. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3686. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3687. }
  3688. }
  3689. if ( isRootObject ) {
  3690. var geometries = extractFromCache( meta.geometries );
  3691. var materials = extractFromCache( meta.materials );
  3692. var textures = extractFromCache( meta.textures );
  3693. var images = extractFromCache( meta.images );
  3694. var shapes$1 = extractFromCache( meta.shapes );
  3695. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3696. if ( materials.length > 0 ) { output.materials = materials; }
  3697. if ( textures.length > 0 ) { output.textures = textures; }
  3698. if ( images.length > 0 ) { output.images = images; }
  3699. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3700. }
  3701. output.object = object;
  3702. return output;
  3703. // extract data from the cache hash
  3704. // remove metadata on each item
  3705. // and return as array
  3706. function extractFromCache( cache ) {
  3707. var values = [];
  3708. for ( var key in cache ) {
  3709. var data = cache[ key ];
  3710. delete data.metadata;
  3711. values.push( data );
  3712. }
  3713. return values;
  3714. }
  3715. },
  3716. clone: function ( recursive ) {
  3717. return new this.constructor().copy( this, recursive );
  3718. },
  3719. copy: function ( source, recursive ) {
  3720. if ( recursive === undefined ) { recursive = true; }
  3721. this.name = source.name;
  3722. this.up.copy( source.up );
  3723. this.position.copy( source.position );
  3724. this.quaternion.copy( source.quaternion );
  3725. this.scale.copy( source.scale );
  3726. this.matrix.copy( source.matrix );
  3727. this.matrixWorld.copy( source.matrixWorld );
  3728. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3729. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3730. this.layers.mask = source.layers.mask;
  3731. this.visible = source.visible;
  3732. this.castShadow = source.castShadow;
  3733. this.receiveShadow = source.receiveShadow;
  3734. this.frustumCulled = source.frustumCulled;
  3735. this.renderOrder = source.renderOrder;
  3736. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3737. if ( recursive === true ) {
  3738. for ( var i = 0; i < source.children.length; i ++ ) {
  3739. var child = source.children[ i ];
  3740. this.add( child.clone() );
  3741. }
  3742. }
  3743. return this;
  3744. }
  3745. } );
  3746. /**
  3747. * @author mrdoob / http://mrdoob.com/
  3748. */
  3749. function Scene() {
  3750. Object3D.call( this );
  3751. this.type = 'Scene';
  3752. this.background = null;
  3753. this.environment = null;
  3754. this.fog = null;
  3755. this.overrideMaterial = null;
  3756. this.autoUpdate = true; // checked by the renderer
  3757. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3758. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3759. }
  3760. }
  3761. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3762. constructor: Scene,
  3763. isScene: true,
  3764. copy: function ( source, recursive ) {
  3765. Object3D.prototype.copy.call( this, source, recursive );
  3766. if ( source.background !== null ) { this.background = source.background.clone(); }
  3767. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3768. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3769. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3770. this.autoUpdate = source.autoUpdate;
  3771. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3772. return this;
  3773. },
  3774. toJSON: function ( meta ) {
  3775. var data = Object3D.prototype.toJSON.call( this, meta );
  3776. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3777. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3778. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3779. return data;
  3780. },
  3781. dispose: function () {
  3782. this.dispatchEvent( { type: 'dispose' } );
  3783. }
  3784. } );
  3785. var _points = [
  3786. new Vector3(),
  3787. new Vector3(),
  3788. new Vector3(),
  3789. new Vector3(),
  3790. new Vector3(),
  3791. new Vector3(),
  3792. new Vector3(),
  3793. new Vector3()
  3794. ];
  3795. var _vector$1 = new Vector3();
  3796. var _box = new Box3();
  3797. // triangle centered vertices
  3798. var _v0 = new Vector3();
  3799. var _v1$2 = new Vector3();
  3800. var _v2 = new Vector3();
  3801. // triangle edge vectors
  3802. var _f0 = new Vector3();
  3803. var _f1 = new Vector3();
  3804. var _f2 = new Vector3();
  3805. var _center = new Vector3();
  3806. var _extents = new Vector3();
  3807. var _triangleNormal = new Vector3();
  3808. var _testAxis = new Vector3();
  3809. /**
  3810. * @author bhouston / http://clara.io
  3811. * @author WestLangley / http://github.com/WestLangley
  3812. */
  3813. function Box3( min, max ) {
  3814. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3815. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3816. }
  3817. Object.assign( Box3.prototype, {
  3818. isBox3: true,
  3819. set: function ( min, max ) {
  3820. this.min.copy( min );
  3821. this.max.copy( max );
  3822. return this;
  3823. },
  3824. setFromArray: function ( array ) {
  3825. var minX = + Infinity;
  3826. var minY = + Infinity;
  3827. var minZ = + Infinity;
  3828. var maxX = - Infinity;
  3829. var maxY = - Infinity;
  3830. var maxZ = - Infinity;
  3831. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3832. var x = array[ i ];
  3833. var y = array[ i + 1 ];
  3834. var z = array[ i + 2 ];
  3835. if ( x < minX ) { minX = x; }
  3836. if ( y < minY ) { minY = y; }
  3837. if ( z < minZ ) { minZ = z; }
  3838. if ( x > maxX ) { maxX = x; }
  3839. if ( y > maxY ) { maxY = y; }
  3840. if ( z > maxZ ) { maxZ = z; }
  3841. }
  3842. this.min.set( minX, minY, minZ );
  3843. this.max.set( maxX, maxY, maxZ );
  3844. return this;
  3845. },
  3846. setFromBufferAttribute: function ( attribute ) {
  3847. var minX = + Infinity;
  3848. var minY = + Infinity;
  3849. var minZ = + Infinity;
  3850. var maxX = - Infinity;
  3851. var maxY = - Infinity;
  3852. var maxZ = - Infinity;
  3853. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3854. var x = attribute.getX( i );
  3855. var y = attribute.getY( i );
  3856. var z = attribute.getZ( i );
  3857. if ( x < minX ) { minX = x; }
  3858. if ( y < minY ) { minY = y; }
  3859. if ( z < minZ ) { minZ = z; }
  3860. if ( x > maxX ) { maxX = x; }
  3861. if ( y > maxY ) { maxY = y; }
  3862. if ( z > maxZ ) { maxZ = z; }
  3863. }
  3864. this.min.set( minX, minY, minZ );
  3865. this.max.set( maxX, maxY, maxZ );
  3866. return this;
  3867. },
  3868. setFromPoints: function ( points ) {
  3869. this.makeEmpty();
  3870. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3871. this.expandByPoint( points[ i ] );
  3872. }
  3873. return this;
  3874. },
  3875. setFromCenterAndSize: function ( center, size ) {
  3876. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3877. this.min.copy( center ).sub( halfSize );
  3878. this.max.copy( center ).add( halfSize );
  3879. return this;
  3880. },
  3881. setFromObject: function ( object ) {
  3882. this.makeEmpty();
  3883. return this.expandByObject( object );
  3884. },
  3885. clone: function () {
  3886. return new this.constructor().copy( this );
  3887. },
  3888. copy: function ( box ) {
  3889. this.min.copy( box.min );
  3890. this.max.copy( box.max );
  3891. return this;
  3892. },
  3893. makeEmpty: function () {
  3894. this.min.x = this.min.y = this.min.z = + Infinity;
  3895. this.max.x = this.max.y = this.max.z = - Infinity;
  3896. return this;
  3897. },
  3898. isEmpty: function () {
  3899. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3900. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3901. },
  3902. getCenter: function ( target ) {
  3903. if ( target === undefined ) {
  3904. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3905. target = new Vector3();
  3906. }
  3907. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3908. },
  3909. getSize: function ( target ) {
  3910. if ( target === undefined ) {
  3911. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3912. target = new Vector3();
  3913. }
  3914. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3915. },
  3916. expandByPoint: function ( point ) {
  3917. this.min.min( point );
  3918. this.max.max( point );
  3919. return this;
  3920. },
  3921. expandByVector: function ( vector ) {
  3922. this.min.sub( vector );
  3923. this.max.add( vector );
  3924. return this;
  3925. },
  3926. expandByScalar: function ( scalar ) {
  3927. this.min.addScalar( - scalar );
  3928. this.max.addScalar( scalar );
  3929. return this;
  3930. },
  3931. expandByObject: function ( object ) {
  3932. // Computes the world-axis-aligned bounding box of an object (including its children),
  3933. // accounting for both the object's, and children's, world transforms
  3934. object.updateWorldMatrix( false, false );
  3935. var geometry = object.geometry;
  3936. if ( geometry !== undefined ) {
  3937. if ( geometry.boundingBox === null ) {
  3938. geometry.computeBoundingBox();
  3939. }
  3940. _box.copy( geometry.boundingBox );
  3941. _box.applyMatrix4( object.matrixWorld );
  3942. this.union( _box );
  3943. }
  3944. var children = object.children;
  3945. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3946. this.expandByObject( children[ i ] );
  3947. }
  3948. return this;
  3949. },
  3950. containsPoint: function ( point ) {
  3951. return point.x < this.min.x || point.x > this.max.x ||
  3952. point.y < this.min.y || point.y > this.max.y ||
  3953. point.z < this.min.z || point.z > this.max.z ? false : true;
  3954. },
  3955. containsBox: function ( box ) {
  3956. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3957. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3958. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3959. },
  3960. getParameter: function ( point, target ) {
  3961. // This can potentially have a divide by zero if the box
  3962. // has a size dimension of 0.
  3963. if ( target === undefined ) {
  3964. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3965. target = new Vector3();
  3966. }
  3967. return target.set(
  3968. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3969. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3970. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3971. );
  3972. },
  3973. intersectsBox: function ( box ) {
  3974. // using 6 splitting planes to rule out intersections.
  3975. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3976. box.max.y < this.min.y || box.min.y > this.max.y ||
  3977. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3978. },
  3979. intersectsSphere: function ( sphere ) {
  3980. // Find the point on the AABB closest to the sphere center.
  3981. this.clampPoint( sphere.center, _vector$1 );
  3982. // If that point is inside the sphere, the AABB and sphere intersect.
  3983. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3984. },
  3985. intersectsPlane: function ( plane ) {
  3986. // We compute the minimum and maximum dot product values. If those values
  3987. // are on the same side (back or front) of the plane, then there is no intersection.
  3988. var min, max;
  3989. if ( plane.normal.x > 0 ) {
  3990. min = plane.normal.x * this.min.x;
  3991. max = plane.normal.x * this.max.x;
  3992. } else {
  3993. min = plane.normal.x * this.max.x;
  3994. max = plane.normal.x * this.min.x;
  3995. }
  3996. if ( plane.normal.y > 0 ) {
  3997. min += plane.normal.y * this.min.y;
  3998. max += plane.normal.y * this.max.y;
  3999. } else {
  4000. min += plane.normal.y * this.max.y;
  4001. max += plane.normal.y * this.min.y;
  4002. }
  4003. if ( plane.normal.z > 0 ) {
  4004. min += plane.normal.z * this.min.z;
  4005. max += plane.normal.z * this.max.z;
  4006. } else {
  4007. min += plane.normal.z * this.max.z;
  4008. max += plane.normal.z * this.min.z;
  4009. }
  4010. return ( min <= - plane.constant && max >= - plane.constant );
  4011. },
  4012. intersectsTriangle: function ( triangle ) {
  4013. if ( this.isEmpty() ) {
  4014. return false;
  4015. }
  4016. // compute box center and extents
  4017. this.getCenter( _center );
  4018. _extents.subVectors( this.max, _center );
  4019. // translate triangle to aabb origin
  4020. _v0.subVectors( triangle.a, _center );
  4021. _v1$2.subVectors( triangle.b, _center );
  4022. _v2.subVectors( triangle.c, _center );
  4023. // compute edge vectors for triangle
  4024. _f0.subVectors( _v1$2, _v0 );
  4025. _f1.subVectors( _v2, _v1$2 );
  4026. _f2.subVectors( _v0, _v2 );
  4027. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4028. // 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
  4029. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4030. var axes = [
  4031. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4032. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4033. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4034. ];
  4035. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4036. return false;
  4037. }
  4038. // test 3 face normals from the aabb
  4039. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4040. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4041. return false;
  4042. }
  4043. // finally testing the face normal of the triangle
  4044. // use already existing triangle edge vectors here
  4045. _triangleNormal.crossVectors( _f0, _f1 );
  4046. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4047. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4048. },
  4049. clampPoint: function ( point, target ) {
  4050. if ( target === undefined ) {
  4051. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4052. target = new Vector3();
  4053. }
  4054. return target.copy( point ).clamp( this.min, this.max );
  4055. },
  4056. distanceToPoint: function ( point ) {
  4057. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4058. return clampedPoint.sub( point ).length();
  4059. },
  4060. getBoundingSphere: function ( target ) {
  4061. if ( target === undefined ) {
  4062. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4063. //target = new Sphere(); // removed to avoid cyclic dependency
  4064. }
  4065. this.getCenter( target.center );
  4066. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4067. return target;
  4068. },
  4069. intersect: function ( box ) {
  4070. this.min.max( box.min );
  4071. this.max.min( box.max );
  4072. // 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.
  4073. if ( this.isEmpty() ) { this.makeEmpty(); }
  4074. return this;
  4075. },
  4076. union: function ( box ) {
  4077. this.min.min( box.min );
  4078. this.max.max( box.max );
  4079. return this;
  4080. },
  4081. applyMatrix4: function ( matrix ) {
  4082. // transform of empty box is an empty box.
  4083. if ( this.isEmpty() ) { return this; }
  4084. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4085. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4086. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4087. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4088. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4089. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4090. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4091. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4092. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4093. this.setFromPoints( _points );
  4094. return this;
  4095. },
  4096. translate: function ( offset ) {
  4097. this.min.add( offset );
  4098. this.max.add( offset );
  4099. return this;
  4100. },
  4101. equals: function ( box ) {
  4102. return box.min.equals( this.min ) && box.max.equals( this.max );
  4103. }
  4104. } );
  4105. function satForAxes( axes, v0, v1, v2, extents ) {
  4106. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4107. _testAxis.fromArray( axes, i );
  4108. // project the aabb onto the seperating axis
  4109. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4110. // project all 3 vertices of the triangle onto the seperating axis
  4111. var p0 = v0.dot( _testAxis );
  4112. var p1 = v1.dot( _testAxis );
  4113. var p2 = v2.dot( _testAxis );
  4114. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4115. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4116. // points of the projected triangle are outside the projected half-length of the aabb
  4117. // the axis is seperating and we can exit
  4118. return false;
  4119. }
  4120. }
  4121. return true;
  4122. }
  4123. var _box$1 = new Box3();
  4124. /**
  4125. * @author bhouston / http://clara.io
  4126. * @author mrdoob / http://mrdoob.com/
  4127. */
  4128. function Sphere( center, radius ) {
  4129. this.center = ( center !== undefined ) ? center : new Vector3();
  4130. this.radius = ( radius !== undefined ) ? radius : - 1;
  4131. }
  4132. Object.assign( Sphere.prototype, {
  4133. set: function ( center, radius ) {
  4134. this.center.copy( center );
  4135. this.radius = radius;
  4136. return this;
  4137. },
  4138. setFromPoints: function ( points, optionalCenter ) {
  4139. var center = this.center;
  4140. if ( optionalCenter !== undefined ) {
  4141. center.copy( optionalCenter );
  4142. } else {
  4143. _box$1.setFromPoints( points ).getCenter( center );
  4144. }
  4145. var maxRadiusSq = 0;
  4146. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4147. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4148. }
  4149. this.radius = Math.sqrt( maxRadiusSq );
  4150. return this;
  4151. },
  4152. clone: function () {
  4153. return new this.constructor().copy( this );
  4154. },
  4155. copy: function ( sphere ) {
  4156. this.center.copy( sphere.center );
  4157. this.radius = sphere.radius;
  4158. return this;
  4159. },
  4160. isEmpty: function () {
  4161. return ( this.radius < 0 );
  4162. },
  4163. makeEmpty: function () {
  4164. this.center.set( 0, 0, 0 );
  4165. this.radius = - 1;
  4166. return this;
  4167. },
  4168. containsPoint: function ( point ) {
  4169. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4170. },
  4171. distanceToPoint: function ( point ) {
  4172. return ( point.distanceTo( this.center ) - this.radius );
  4173. },
  4174. intersectsSphere: function ( sphere ) {
  4175. var radiusSum = this.radius + sphere.radius;
  4176. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4177. },
  4178. intersectsBox: function ( box ) {
  4179. return box.intersectsSphere( this );
  4180. },
  4181. intersectsPlane: function ( plane ) {
  4182. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4183. },
  4184. clampPoint: function ( point, target ) {
  4185. var deltaLengthSq = this.center.distanceToSquared( point );
  4186. if ( target === undefined ) {
  4187. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4188. target = new Vector3();
  4189. }
  4190. target.copy( point );
  4191. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4192. target.sub( this.center ).normalize();
  4193. target.multiplyScalar( this.radius ).add( this.center );
  4194. }
  4195. return target;
  4196. },
  4197. getBoundingBox: function ( target ) {
  4198. if ( target === undefined ) {
  4199. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4200. target = new Box3();
  4201. }
  4202. if ( this.isEmpty() ) {
  4203. // Empty sphere produces empty bounding box
  4204. target.makeEmpty();
  4205. return target;
  4206. }
  4207. target.set( this.center, this.center );
  4208. target.expandByScalar( this.radius );
  4209. return target;
  4210. },
  4211. applyMatrix4: function ( matrix ) {
  4212. this.center.applyMatrix4( matrix );
  4213. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4214. return this;
  4215. },
  4216. translate: function ( offset ) {
  4217. this.center.add( offset );
  4218. return this;
  4219. },
  4220. equals: function ( sphere ) {
  4221. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4222. }
  4223. } );
  4224. var _vector$2 = new Vector3();
  4225. var _segCenter = new Vector3();
  4226. var _segDir = new Vector3();
  4227. var _diff = new Vector3();
  4228. var _edge1 = new Vector3();
  4229. var _edge2 = new Vector3();
  4230. var _normal = new Vector3();
  4231. /**
  4232. * @author bhouston / http://clara.io
  4233. */
  4234. function Ray( origin, direction ) {
  4235. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4236. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4237. }
  4238. Object.assign( Ray.prototype, {
  4239. set: function ( origin, direction ) {
  4240. this.origin.copy( origin );
  4241. this.direction.copy( direction );
  4242. return this;
  4243. },
  4244. clone: function () {
  4245. return new this.constructor().copy( this );
  4246. },
  4247. copy: function ( ray ) {
  4248. this.origin.copy( ray.origin );
  4249. this.direction.copy( ray.direction );
  4250. return this;
  4251. },
  4252. at: function ( t, target ) {
  4253. if ( target === undefined ) {
  4254. console.warn( 'THREE.Ray: .at() target is now required' );
  4255. target = new Vector3();
  4256. }
  4257. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4258. },
  4259. lookAt: function ( v ) {
  4260. this.direction.copy( v ).sub( this.origin ).normalize();
  4261. return this;
  4262. },
  4263. recast: function ( t ) {
  4264. this.origin.copy( this.at( t, _vector$2 ) );
  4265. return this;
  4266. },
  4267. closestPointToPoint: function ( point, target ) {
  4268. if ( target === undefined ) {
  4269. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4270. target = new Vector3();
  4271. }
  4272. target.subVectors( point, this.origin );
  4273. var directionDistance = target.dot( this.direction );
  4274. if ( directionDistance < 0 ) {
  4275. return target.copy( this.origin );
  4276. }
  4277. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4278. },
  4279. distanceToPoint: function ( point ) {
  4280. return Math.sqrt( this.distanceSqToPoint( point ) );
  4281. },
  4282. distanceSqToPoint: function ( point ) {
  4283. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4284. // point behind the ray
  4285. if ( directionDistance < 0 ) {
  4286. return this.origin.distanceToSquared( point );
  4287. }
  4288. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4289. return _vector$2.distanceToSquared( point );
  4290. },
  4291. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4292. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4293. // It returns the min distance between the ray and the segment
  4294. // defined by v0 and v1
  4295. // It can also set two optional targets :
  4296. // - The closest point on the ray
  4297. // - The closest point on the segment
  4298. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4299. _segDir.copy( v1 ).sub( v0 ).normalize();
  4300. _diff.copy( this.origin ).sub( _segCenter );
  4301. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4302. var a01 = - this.direction.dot( _segDir );
  4303. var b0 = _diff.dot( this.direction );
  4304. var b1 = - _diff.dot( _segDir );
  4305. var c = _diff.lengthSq();
  4306. var det = Math.abs( 1 - a01 * a01 );
  4307. var s0, s1, sqrDist, extDet;
  4308. if ( det > 0 ) {
  4309. // The ray and segment are not parallel.
  4310. s0 = a01 * b1 - b0;
  4311. s1 = a01 * b0 - b1;
  4312. extDet = segExtent * det;
  4313. if ( s0 >= 0 ) {
  4314. if ( s1 >= - extDet ) {
  4315. if ( s1 <= extDet ) {
  4316. // region 0
  4317. // Minimum at interior points of ray and segment.
  4318. var invDet = 1 / det;
  4319. s0 *= invDet;
  4320. s1 *= invDet;
  4321. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4322. } else {
  4323. // region 1
  4324. s1 = segExtent;
  4325. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4326. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4327. }
  4328. } else {
  4329. // region 5
  4330. s1 = - segExtent;
  4331. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4332. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4333. }
  4334. } else {
  4335. if ( s1 <= - extDet ) {
  4336. // region 4
  4337. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4338. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4339. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4340. } else if ( s1 <= extDet ) {
  4341. // region 3
  4342. s0 = 0;
  4343. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4344. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4345. } else {
  4346. // region 2
  4347. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4348. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4349. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4350. }
  4351. }
  4352. } else {
  4353. // Ray and segment are parallel.
  4354. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4355. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4356. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4357. }
  4358. if ( optionalPointOnRay ) {
  4359. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4360. }
  4361. if ( optionalPointOnSegment ) {
  4362. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4363. }
  4364. return sqrDist;
  4365. },
  4366. intersectSphere: function ( sphere, target ) {
  4367. _vector$2.subVectors( sphere.center, this.origin );
  4368. var tca = _vector$2.dot( this.direction );
  4369. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4370. var radius2 = sphere.radius * sphere.radius;
  4371. if ( d2 > radius2 ) { return null; }
  4372. var thc = Math.sqrt( radius2 - d2 );
  4373. // t0 = first intersect point - entrance on front of sphere
  4374. var t0 = tca - thc;
  4375. // t1 = second intersect point - exit point on back of sphere
  4376. var t1 = tca + thc;
  4377. // test to see if both t0 and t1 are behind the ray - if so, return null
  4378. if ( t0 < 0 && t1 < 0 ) { return null; }
  4379. // test to see if t0 is behind the ray:
  4380. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4381. // in order to always return an intersect point that is in front of the ray.
  4382. if ( t0 < 0 ) { return this.at( t1, target ); }
  4383. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4384. return this.at( t0, target );
  4385. },
  4386. intersectsSphere: function ( sphere ) {
  4387. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4388. },
  4389. distanceToPlane: function ( plane ) {
  4390. var denominator = plane.normal.dot( this.direction );
  4391. if ( denominator === 0 ) {
  4392. // line is coplanar, return origin
  4393. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4394. return 0;
  4395. }
  4396. // Null is preferable to undefined since undefined means.... it is undefined
  4397. return null;
  4398. }
  4399. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4400. // Return if the ray never intersects the plane
  4401. return t >= 0 ? t : null;
  4402. },
  4403. intersectPlane: function ( plane, target ) {
  4404. var t = this.distanceToPlane( plane );
  4405. if ( t === null ) {
  4406. return null;
  4407. }
  4408. return this.at( t, target );
  4409. },
  4410. intersectsPlane: function ( plane ) {
  4411. // check if the ray lies on the plane first
  4412. var distToPoint = plane.distanceToPoint( this.origin );
  4413. if ( distToPoint === 0 ) {
  4414. return true;
  4415. }
  4416. var denominator = plane.normal.dot( this.direction );
  4417. if ( denominator * distToPoint < 0 ) {
  4418. return true;
  4419. }
  4420. // ray origin is behind the plane (and is pointing behind it)
  4421. return false;
  4422. },
  4423. intersectBox: function ( box, target ) {
  4424. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4425. var invdirx = 1 / this.direction.x,
  4426. invdiry = 1 / this.direction.y,
  4427. invdirz = 1 / this.direction.z;
  4428. var origin = this.origin;
  4429. if ( invdirx >= 0 ) {
  4430. tmin = ( box.min.x - origin.x ) * invdirx;
  4431. tmax = ( box.max.x - origin.x ) * invdirx;
  4432. } else {
  4433. tmin = ( box.max.x - origin.x ) * invdirx;
  4434. tmax = ( box.min.x - origin.x ) * invdirx;
  4435. }
  4436. if ( invdiry >= 0 ) {
  4437. tymin = ( box.min.y - origin.y ) * invdiry;
  4438. tymax = ( box.max.y - origin.y ) * invdiry;
  4439. } else {
  4440. tymin = ( box.max.y - origin.y ) * invdiry;
  4441. tymax = ( box.min.y - origin.y ) * invdiry;
  4442. }
  4443. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4444. // These lines also handle the case where tmin or tmax is NaN
  4445. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4446. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4447. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4448. if ( invdirz >= 0 ) {
  4449. tzmin = ( box.min.z - origin.z ) * invdirz;
  4450. tzmax = ( box.max.z - origin.z ) * invdirz;
  4451. } else {
  4452. tzmin = ( box.max.z - origin.z ) * invdirz;
  4453. tzmax = ( box.min.z - origin.z ) * invdirz;
  4454. }
  4455. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4456. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4457. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4458. //return point closest to the ray (positive side)
  4459. if ( tmax < 0 ) { return null; }
  4460. return this.at( tmin >= 0 ? tmin : tmax, target );
  4461. },
  4462. intersectsBox: function ( box ) {
  4463. return this.intersectBox( box, _vector$2 ) !== null;
  4464. },
  4465. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4466. // Compute the offset origin, edges, and normal.
  4467. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4468. _edge1.subVectors( b, a );
  4469. _edge2.subVectors( c, a );
  4470. _normal.crossVectors( _edge1, _edge2 );
  4471. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4472. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4473. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4474. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4475. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4476. var DdN = this.direction.dot( _normal );
  4477. var sign;
  4478. if ( DdN > 0 ) {
  4479. if ( backfaceCulling ) { return null; }
  4480. sign = 1;
  4481. } else if ( DdN < 0 ) {
  4482. sign = - 1;
  4483. DdN = - DdN;
  4484. } else {
  4485. return null;
  4486. }
  4487. _diff.subVectors( this.origin, a );
  4488. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4489. // b1 < 0, no intersection
  4490. if ( DdQxE2 < 0 ) {
  4491. return null;
  4492. }
  4493. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4494. // b2 < 0, no intersection
  4495. if ( DdE1xQ < 0 ) {
  4496. return null;
  4497. }
  4498. // b1+b2 > 1, no intersection
  4499. if ( DdQxE2 + DdE1xQ > DdN ) {
  4500. return null;
  4501. }
  4502. // Line intersects triangle, check if ray does.
  4503. var QdN = - sign * _diff.dot( _normal );
  4504. // t < 0, no intersection
  4505. if ( QdN < 0 ) {
  4506. return null;
  4507. }
  4508. // Ray intersects triangle.
  4509. return this.at( QdN / DdN, target );
  4510. },
  4511. applyMatrix4: function ( matrix4 ) {
  4512. this.origin.applyMatrix4( matrix4 );
  4513. this.direction.transformDirection( matrix4 );
  4514. return this;
  4515. },
  4516. equals: function ( ray ) {
  4517. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4518. }
  4519. } );
  4520. /**
  4521. * @author bhouston / http://clara.io
  4522. */
  4523. var _vector1 = new Vector3();
  4524. var _vector2 = new Vector3();
  4525. var _normalMatrix = new Matrix3();
  4526. function Plane( normal, constant ) {
  4527. // normal is assumed to be normalized
  4528. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4529. this.constant = ( constant !== undefined ) ? constant : 0;
  4530. }
  4531. Object.assign( Plane.prototype, {
  4532. isPlane: true,
  4533. set: function ( normal, constant ) {
  4534. this.normal.copy( normal );
  4535. this.constant = constant;
  4536. return this;
  4537. },
  4538. setComponents: function ( x, y, z, w ) {
  4539. this.normal.set( x, y, z );
  4540. this.constant = w;
  4541. return this;
  4542. },
  4543. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4544. this.normal.copy( normal );
  4545. this.constant = - point.dot( this.normal );
  4546. return this;
  4547. },
  4548. setFromCoplanarPoints: function ( a, b, c ) {
  4549. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4550. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4551. this.setFromNormalAndCoplanarPoint( normal, a );
  4552. return this;
  4553. },
  4554. clone: function () {
  4555. return new this.constructor().copy( this );
  4556. },
  4557. copy: function ( plane ) {
  4558. this.normal.copy( plane.normal );
  4559. this.constant = plane.constant;
  4560. return this;
  4561. },
  4562. normalize: function () {
  4563. // Note: will lead to a divide by zero if the plane is invalid.
  4564. var inverseNormalLength = 1.0 / this.normal.length();
  4565. this.normal.multiplyScalar( inverseNormalLength );
  4566. this.constant *= inverseNormalLength;
  4567. return this;
  4568. },
  4569. negate: function () {
  4570. this.constant *= - 1;
  4571. this.normal.negate();
  4572. return this;
  4573. },
  4574. distanceToPoint: function ( point ) {
  4575. return this.normal.dot( point ) + this.constant;
  4576. },
  4577. distanceToSphere: function ( sphere ) {
  4578. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4579. },
  4580. projectPoint: function ( point, target ) {
  4581. if ( target === undefined ) {
  4582. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4583. target = new Vector3();
  4584. }
  4585. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4586. },
  4587. intersectLine: function ( line, target ) {
  4588. if ( target === undefined ) {
  4589. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4590. target = new Vector3();
  4591. }
  4592. var direction = line.delta( _vector1 );
  4593. var denominator = this.normal.dot( direction );
  4594. if ( denominator === 0 ) {
  4595. // line is coplanar, return origin
  4596. if ( this.distanceToPoint( line.start ) === 0 ) {
  4597. return target.copy( line.start );
  4598. }
  4599. // Unsure if this is the correct method to handle this case.
  4600. return undefined;
  4601. }
  4602. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4603. if ( t < 0 || t > 1 ) {
  4604. return undefined;
  4605. }
  4606. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4607. },
  4608. intersectsLine: function ( line ) {
  4609. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4610. var startSign = this.distanceToPoint( line.start );
  4611. var endSign = this.distanceToPoint( line.end );
  4612. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4613. },
  4614. intersectsBox: function ( box ) {
  4615. return box.intersectsPlane( this );
  4616. },
  4617. intersectsSphere: function ( sphere ) {
  4618. return sphere.intersectsPlane( this );
  4619. },
  4620. coplanarPoint: function ( target ) {
  4621. if ( target === undefined ) {
  4622. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4623. target = new Vector3();
  4624. }
  4625. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4626. },
  4627. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4628. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4629. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4630. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4631. this.constant = - referencePoint.dot( normal );
  4632. return this;
  4633. },
  4634. translate: function ( offset ) {
  4635. this.constant -= offset.dot( this.normal );
  4636. return this;
  4637. },
  4638. equals: function ( plane ) {
  4639. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4640. }
  4641. } );
  4642. /**
  4643. * @author bhouston / http://clara.io
  4644. * @author mrdoob / http://mrdoob.com/
  4645. */
  4646. var _v0$1 = new Vector3();
  4647. var _v1$3 = new Vector3();
  4648. var _v2$1 = new Vector3();
  4649. var _v3 = new Vector3();
  4650. var _vab = new Vector3();
  4651. var _vac = new Vector3();
  4652. var _vbc = new Vector3();
  4653. var _vap = new Vector3();
  4654. var _vbp = new Vector3();
  4655. var _vcp = new Vector3();
  4656. function Triangle( a, b, c ) {
  4657. this.a = ( a !== undefined ) ? a : new Vector3();
  4658. this.b = ( b !== undefined ) ? b : new Vector3();
  4659. this.c = ( c !== undefined ) ? c : new Vector3();
  4660. }
  4661. Object.assign( Triangle, {
  4662. getNormal: function ( a, b, c, target ) {
  4663. if ( target === undefined ) {
  4664. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4665. target = new Vector3();
  4666. }
  4667. target.subVectors( c, b );
  4668. _v0$1.subVectors( a, b );
  4669. target.cross( _v0$1 );
  4670. var targetLengthSq = target.lengthSq();
  4671. if ( targetLengthSq > 0 ) {
  4672. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4673. }
  4674. return target.set( 0, 0, 0 );
  4675. },
  4676. // static/instance method to calculate barycentric coordinates
  4677. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4678. getBarycoord: function ( point, a, b, c, target ) {
  4679. _v0$1.subVectors( c, a );
  4680. _v1$3.subVectors( b, a );
  4681. _v2$1.subVectors( point, a );
  4682. var dot00 = _v0$1.dot( _v0$1 );
  4683. var dot01 = _v0$1.dot( _v1$3 );
  4684. var dot02 = _v0$1.dot( _v2$1 );
  4685. var dot11 = _v1$3.dot( _v1$3 );
  4686. var dot12 = _v1$3.dot( _v2$1 );
  4687. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4688. if ( target === undefined ) {
  4689. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4690. target = new Vector3();
  4691. }
  4692. // collinear or singular triangle
  4693. if ( denom === 0 ) {
  4694. // arbitrary location outside of triangle?
  4695. // not sure if this is the best idea, maybe should be returning undefined
  4696. return target.set( - 2, - 1, - 1 );
  4697. }
  4698. var invDenom = 1 / denom;
  4699. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4700. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4701. // barycentric coordinates must always sum to 1
  4702. return target.set( 1 - u - v, v, u );
  4703. },
  4704. containsPoint: function ( point, a, b, c ) {
  4705. Triangle.getBarycoord( point, a, b, c, _v3 );
  4706. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4707. },
  4708. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4709. this.getBarycoord( point, p1, p2, p3, _v3 );
  4710. target.set( 0, 0 );
  4711. target.addScaledVector( uv1, _v3.x );
  4712. target.addScaledVector( uv2, _v3.y );
  4713. target.addScaledVector( uv3, _v3.z );
  4714. return target;
  4715. },
  4716. isFrontFacing: function ( a, b, c, direction ) {
  4717. _v0$1.subVectors( c, b );
  4718. _v1$3.subVectors( a, b );
  4719. // strictly front facing
  4720. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4721. }
  4722. } );
  4723. Object.assign( Triangle.prototype, {
  4724. set: function ( a, b, c ) {
  4725. this.a.copy( a );
  4726. this.b.copy( b );
  4727. this.c.copy( c );
  4728. return this;
  4729. },
  4730. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4731. this.a.copy( points[ i0 ] );
  4732. this.b.copy( points[ i1 ] );
  4733. this.c.copy( points[ i2 ] );
  4734. return this;
  4735. },
  4736. clone: function () {
  4737. return new this.constructor().copy( this );
  4738. },
  4739. copy: function ( triangle ) {
  4740. this.a.copy( triangle.a );
  4741. this.b.copy( triangle.b );
  4742. this.c.copy( triangle.c );
  4743. return this;
  4744. },
  4745. getArea: function () {
  4746. _v0$1.subVectors( this.c, this.b );
  4747. _v1$3.subVectors( this.a, this.b );
  4748. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4749. },
  4750. getMidpoint: function ( target ) {
  4751. if ( target === undefined ) {
  4752. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4753. target = new Vector3();
  4754. }
  4755. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4756. },
  4757. getNormal: function ( target ) {
  4758. return Triangle.getNormal( this.a, this.b, this.c, target );
  4759. },
  4760. getPlane: function ( target ) {
  4761. if ( target === undefined ) {
  4762. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4763. target = new Plane();
  4764. }
  4765. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4766. },
  4767. getBarycoord: function ( point, target ) {
  4768. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4769. },
  4770. getUV: function ( point, uv1, uv2, uv3, target ) {
  4771. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4772. },
  4773. containsPoint: function ( point ) {
  4774. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4775. },
  4776. isFrontFacing: function ( direction ) {
  4777. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4778. },
  4779. intersectsBox: function ( box ) {
  4780. return box.intersectsTriangle( this );
  4781. },
  4782. closestPointToPoint: function ( p, target ) {
  4783. if ( target === undefined ) {
  4784. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4785. target = new Vector3();
  4786. }
  4787. var a = this.a, b = this.b, c = this.c;
  4788. var v, w;
  4789. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4790. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4791. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4792. // basically, we're distinguishing which of the voronoi regions of the triangle
  4793. // the point lies in with the minimum amount of redundant computation.
  4794. _vab.subVectors( b, a );
  4795. _vac.subVectors( c, a );
  4796. _vap.subVectors( p, a );
  4797. var d1 = _vab.dot( _vap );
  4798. var d2 = _vac.dot( _vap );
  4799. if ( d1 <= 0 && d2 <= 0 ) {
  4800. // vertex region of A; barycentric coords (1, 0, 0)
  4801. return target.copy( a );
  4802. }
  4803. _vbp.subVectors( p, b );
  4804. var d3 = _vab.dot( _vbp );
  4805. var d4 = _vac.dot( _vbp );
  4806. if ( d3 >= 0 && d4 <= d3 ) {
  4807. // vertex region of B; barycentric coords (0, 1, 0)
  4808. return target.copy( b );
  4809. }
  4810. var vc = d1 * d4 - d3 * d2;
  4811. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4812. v = d1 / ( d1 - d3 );
  4813. // edge region of AB; barycentric coords (1-v, v, 0)
  4814. return target.copy( a ).addScaledVector( _vab, v );
  4815. }
  4816. _vcp.subVectors( p, c );
  4817. var d5 = _vab.dot( _vcp );
  4818. var d6 = _vac.dot( _vcp );
  4819. if ( d6 >= 0 && d5 <= d6 ) {
  4820. // vertex region of C; barycentric coords (0, 0, 1)
  4821. return target.copy( c );
  4822. }
  4823. var vb = d5 * d2 - d1 * d6;
  4824. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4825. w = d2 / ( d2 - d6 );
  4826. // edge region of AC; barycentric coords (1-w, 0, w)
  4827. return target.copy( a ).addScaledVector( _vac, w );
  4828. }
  4829. var va = d3 * d6 - d5 * d4;
  4830. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4831. _vbc.subVectors( c, b );
  4832. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4833. // edge region of BC; barycentric coords (0, 1-w, w)
  4834. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4835. }
  4836. // face region
  4837. var denom = 1 / ( va + vb + vc );
  4838. // u = va * denom
  4839. v = vb * denom;
  4840. w = vc * denom;
  4841. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4842. },
  4843. equals: function ( triangle ) {
  4844. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4845. }
  4846. } );
  4847. /**
  4848. * @author mrdoob / http://mrdoob.com/
  4849. */
  4850. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4851. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4852. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4853. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4854. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4855. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4856. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4857. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4858. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4859. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4860. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4861. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4862. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4863. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4864. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4865. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4866. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4867. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4868. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4869. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4870. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4871. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4872. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4873. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4874. var _hslA = { h: 0, s: 0, l: 0 };
  4875. var _hslB = { h: 0, s: 0, l: 0 };
  4876. function Color( r, g, b ) {
  4877. if ( g === undefined && b === undefined ) {
  4878. // r is THREE.Color, hex or string
  4879. return this.set( r );
  4880. }
  4881. return this.setRGB( r, g, b );
  4882. }
  4883. function hue2rgb( p, q, t ) {
  4884. if ( t < 0 ) { t += 1; }
  4885. if ( t > 1 ) { t -= 1; }
  4886. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4887. if ( t < 1 / 2 ) { return q; }
  4888. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4889. return p;
  4890. }
  4891. function SRGBToLinear( c ) {
  4892. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4893. }
  4894. function LinearToSRGB( c ) {
  4895. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4896. }
  4897. Object.assign( Color.prototype, {
  4898. isColor: true,
  4899. r: 1, g: 1, b: 1,
  4900. set: function ( value ) {
  4901. if ( value && value.isColor ) {
  4902. this.copy( value );
  4903. } else if ( typeof value === 'number' ) {
  4904. this.setHex( value );
  4905. } else if ( typeof value === 'string' ) {
  4906. this.setStyle( value );
  4907. }
  4908. return this;
  4909. },
  4910. setScalar: function ( scalar ) {
  4911. this.r = scalar;
  4912. this.g = scalar;
  4913. this.b = scalar;
  4914. return this;
  4915. },
  4916. setHex: function ( hex ) {
  4917. hex = Math.floor( hex );
  4918. this.r = ( hex >> 16 & 255 ) / 255;
  4919. this.g = ( hex >> 8 & 255 ) / 255;
  4920. this.b = ( hex & 255 ) / 255;
  4921. return this;
  4922. },
  4923. setRGB: function ( r, g, b ) {
  4924. this.r = r;
  4925. this.g = g;
  4926. this.b = b;
  4927. return this;
  4928. },
  4929. setHSL: function ( h, s, l ) {
  4930. // h,s,l ranges are in 0.0 - 1.0
  4931. h = MathUtils.euclideanModulo( h, 1 );
  4932. s = MathUtils.clamp( s, 0, 1 );
  4933. l = MathUtils.clamp( l, 0, 1 );
  4934. if ( s === 0 ) {
  4935. this.r = this.g = this.b = l;
  4936. } else {
  4937. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4938. var q = ( 2 * l ) - p;
  4939. this.r = hue2rgb( q, p, h + 1 / 3 );
  4940. this.g = hue2rgb( q, p, h );
  4941. this.b = hue2rgb( q, p, h - 1 / 3 );
  4942. }
  4943. return this;
  4944. },
  4945. setStyle: function ( style ) {
  4946. function handleAlpha( string ) {
  4947. if ( string === undefined ) { return; }
  4948. if ( parseFloat( string ) < 1 ) {
  4949. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4950. }
  4951. }
  4952. var m;
  4953. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4954. // rgb / hsl
  4955. var color;
  4956. var name = m[ 1 ];
  4957. var components = m[ 2 ];
  4958. switch ( name ) {
  4959. case 'rgb':
  4960. case 'rgba':
  4961. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4962. // rgb(255,0,0) rgba(255,0,0,0.5)
  4963. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4964. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4965. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4966. handleAlpha( color[ 5 ] );
  4967. return this;
  4968. }
  4969. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4970. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4971. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4972. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4973. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4974. handleAlpha( color[ 5 ] );
  4975. return this;
  4976. }
  4977. break;
  4978. case 'hsl':
  4979. case 'hsla':
  4980. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4981. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4982. var h = parseFloat( color[ 1 ] ) / 360;
  4983. var s = parseInt( color[ 2 ], 10 ) / 100;
  4984. var l = parseInt( color[ 3 ], 10 ) / 100;
  4985. handleAlpha( color[ 5 ] );
  4986. return this.setHSL( h, s, l );
  4987. }
  4988. break;
  4989. }
  4990. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4991. // hex color
  4992. var hex = m[ 1 ];
  4993. var size = hex.length;
  4994. if ( size === 3 ) {
  4995. // #ff0
  4996. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4997. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4998. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4999. return this;
  5000. } else if ( size === 6 ) {
  5001. // #ff0000
  5002. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  5003. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  5004. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  5005. return this;
  5006. }
  5007. }
  5008. if ( style && style.length > 0 ) {
  5009. return this.setColorName( style );
  5010. }
  5011. return this;
  5012. },
  5013. setColorName: function ( style ) {
  5014. // color keywords
  5015. var hex = _colorKeywords[ style ];
  5016. if ( hex !== undefined ) {
  5017. // red
  5018. this.setHex( hex );
  5019. } else {
  5020. // unknown color
  5021. console.warn( 'THREE.Color: Unknown color ' + style );
  5022. }
  5023. return this;
  5024. },
  5025. clone: function () {
  5026. return new this.constructor( this.r, this.g, this.b );
  5027. },
  5028. copy: function ( color ) {
  5029. this.r = color.r;
  5030. this.g = color.g;
  5031. this.b = color.b;
  5032. return this;
  5033. },
  5034. copyGammaToLinear: function ( color, gammaFactor ) {
  5035. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5036. this.r = Math.pow( color.r, gammaFactor );
  5037. this.g = Math.pow( color.g, gammaFactor );
  5038. this.b = Math.pow( color.b, gammaFactor );
  5039. return this;
  5040. },
  5041. copyLinearToGamma: function ( color, gammaFactor ) {
  5042. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5043. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5044. this.r = Math.pow( color.r, safeInverse );
  5045. this.g = Math.pow( color.g, safeInverse );
  5046. this.b = Math.pow( color.b, safeInverse );
  5047. return this;
  5048. },
  5049. convertGammaToLinear: function ( gammaFactor ) {
  5050. this.copyGammaToLinear( this, gammaFactor );
  5051. return this;
  5052. },
  5053. convertLinearToGamma: function ( gammaFactor ) {
  5054. this.copyLinearToGamma( this, gammaFactor );
  5055. return this;
  5056. },
  5057. copySRGBToLinear: function ( color ) {
  5058. this.r = SRGBToLinear( color.r );
  5059. this.g = SRGBToLinear( color.g );
  5060. this.b = SRGBToLinear( color.b );
  5061. return this;
  5062. },
  5063. copyLinearToSRGB: function ( color ) {
  5064. this.r = LinearToSRGB( color.r );
  5065. this.g = LinearToSRGB( color.g );
  5066. this.b = LinearToSRGB( color.b );
  5067. return this;
  5068. },
  5069. convertSRGBToLinear: function () {
  5070. this.copySRGBToLinear( this );
  5071. return this;
  5072. },
  5073. convertLinearToSRGB: function () {
  5074. this.copyLinearToSRGB( this );
  5075. return this;
  5076. },
  5077. getHex: function () {
  5078. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5079. },
  5080. getHexString: function () {
  5081. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5082. },
  5083. getHSL: function ( target ) {
  5084. // h,s,l ranges are in 0.0 - 1.0
  5085. if ( target === undefined ) {
  5086. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5087. target = { h: 0, s: 0, l: 0 };
  5088. }
  5089. var r = this.r, g = this.g, b = this.b;
  5090. var max = Math.max( r, g, b );
  5091. var min = Math.min( r, g, b );
  5092. var hue, saturation;
  5093. var lightness = ( min + max ) / 2.0;
  5094. if ( min === max ) {
  5095. hue = 0;
  5096. saturation = 0;
  5097. } else {
  5098. var delta = max - min;
  5099. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5100. switch ( max ) {
  5101. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5102. case g: hue = ( b - r ) / delta + 2; break;
  5103. case b: hue = ( r - g ) / delta + 4; break;
  5104. }
  5105. hue /= 6;
  5106. }
  5107. target.h = hue;
  5108. target.s = saturation;
  5109. target.l = lightness;
  5110. return target;
  5111. },
  5112. getStyle: function () {
  5113. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5114. },
  5115. offsetHSL: function ( h, s, l ) {
  5116. this.getHSL( _hslA );
  5117. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5118. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5119. return this;
  5120. },
  5121. add: function ( color ) {
  5122. this.r += color.r;
  5123. this.g += color.g;
  5124. this.b += color.b;
  5125. return this;
  5126. },
  5127. addColors: function ( color1, color2 ) {
  5128. this.r = color1.r + color2.r;
  5129. this.g = color1.g + color2.g;
  5130. this.b = color1.b + color2.b;
  5131. return this;
  5132. },
  5133. addScalar: function ( s ) {
  5134. this.r += s;
  5135. this.g += s;
  5136. this.b += s;
  5137. return this;
  5138. },
  5139. sub: function ( color ) {
  5140. this.r = Math.max( 0, this.r - color.r );
  5141. this.g = Math.max( 0, this.g - color.g );
  5142. this.b = Math.max( 0, this.b - color.b );
  5143. return this;
  5144. },
  5145. multiply: function ( color ) {
  5146. this.r *= color.r;
  5147. this.g *= color.g;
  5148. this.b *= color.b;
  5149. return this;
  5150. },
  5151. multiplyScalar: function ( s ) {
  5152. this.r *= s;
  5153. this.g *= s;
  5154. this.b *= s;
  5155. return this;
  5156. },
  5157. lerp: function ( color, alpha ) {
  5158. this.r += ( color.r - this.r ) * alpha;
  5159. this.g += ( color.g - this.g ) * alpha;
  5160. this.b += ( color.b - this.b ) * alpha;
  5161. return this;
  5162. },
  5163. lerpHSL: function ( color, alpha ) {
  5164. this.getHSL( _hslA );
  5165. color.getHSL( _hslB );
  5166. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5167. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5168. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5169. this.setHSL( h, s, l );
  5170. return this;
  5171. },
  5172. equals: function ( c ) {
  5173. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5174. },
  5175. fromArray: function ( array, offset ) {
  5176. if ( offset === undefined ) { offset = 0; }
  5177. this.r = array[ offset ];
  5178. this.g = array[ offset + 1 ];
  5179. this.b = array[ offset + 2 ];
  5180. return this;
  5181. },
  5182. toArray: function ( array, offset ) {
  5183. if ( array === undefined ) { array = []; }
  5184. if ( offset === undefined ) { offset = 0; }
  5185. array[ offset ] = this.r;
  5186. array[ offset + 1 ] = this.g;
  5187. array[ offset + 2 ] = this.b;
  5188. return array;
  5189. },
  5190. fromBufferAttribute: function ( attribute, index ) {
  5191. this.r = attribute.getX( index );
  5192. this.g = attribute.getY( index );
  5193. this.b = attribute.getZ( index );
  5194. if ( attribute.normalized === true ) {
  5195. // assuming Uint8Array
  5196. this.r /= 255;
  5197. this.g /= 255;
  5198. this.b /= 255;
  5199. }
  5200. return this;
  5201. },
  5202. toJSON: function () {
  5203. return this.getHex();
  5204. }
  5205. } );
  5206. Color.NAMES = _colorKeywords;
  5207. /**
  5208. * @author mrdoob / http://mrdoob.com/
  5209. * @author alteredq / http://alteredqualia.com/
  5210. */
  5211. function Face3( a, b, c, normal, color, materialIndex ) {
  5212. this.a = a;
  5213. this.b = b;
  5214. this.c = c;
  5215. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5216. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5217. this.color = ( color && color.isColor ) ? color : new Color();
  5218. this.vertexColors = Array.isArray( color ) ? color : [];
  5219. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5220. }
  5221. Object.assign( Face3.prototype, {
  5222. clone: function () {
  5223. return new this.constructor().copy( this );
  5224. },
  5225. copy: function ( source ) {
  5226. this.a = source.a;
  5227. this.b = source.b;
  5228. this.c = source.c;
  5229. this.normal.copy( source.normal );
  5230. this.color.copy( source.color );
  5231. this.materialIndex = source.materialIndex;
  5232. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5233. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5234. }
  5235. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5236. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5237. }
  5238. return this;
  5239. }
  5240. } );
  5241. /**
  5242. * @author mrdoob / http://mrdoob.com/
  5243. * @author alteredq / http://alteredqualia.com/
  5244. */
  5245. var materialId = 0;
  5246. function Material() {
  5247. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5248. this.uuid = MathUtils.generateUUID();
  5249. this.name = '';
  5250. this.type = 'Material';
  5251. this.fog = true;
  5252. this.blending = NormalBlending;
  5253. this.side = FrontSide;
  5254. this.flatShading = false;
  5255. this.vertexColors = false;
  5256. this.opacity = 1;
  5257. this.transparent = false;
  5258. this.blendSrc = SrcAlphaFactor;
  5259. this.blendDst = OneMinusSrcAlphaFactor;
  5260. this.blendEquation = AddEquation;
  5261. this.blendSrcAlpha = null;
  5262. this.blendDstAlpha = null;
  5263. this.blendEquationAlpha = null;
  5264. this.depthFunc = LessEqualDepth;
  5265. this.depthTest = true;
  5266. this.depthWrite = true;
  5267. this.stencilWriteMask = 0xff;
  5268. this.stencilFunc = AlwaysStencilFunc;
  5269. this.stencilRef = 0;
  5270. this.stencilFuncMask = 0xff;
  5271. this.stencilFail = KeepStencilOp;
  5272. this.stencilZFail = KeepStencilOp;
  5273. this.stencilZPass = KeepStencilOp;
  5274. this.stencilWrite = false;
  5275. this.clippingPlanes = null;
  5276. this.clipIntersection = false;
  5277. this.clipShadows = false;
  5278. this.shadowSide = null;
  5279. this.colorWrite = true;
  5280. this.precision = null; // override the renderer's default precision for this material
  5281. this.polygonOffset = false;
  5282. this.polygonOffsetFactor = 0;
  5283. this.polygonOffsetUnits = 0;
  5284. this.dithering = false;
  5285. this.alphaTest = 0;
  5286. this.premultipliedAlpha = false;
  5287. this.visible = true;
  5288. this.toneMapped = true;
  5289. this.userData = {};
  5290. this.version = 0;
  5291. }
  5292. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5293. constructor: Material,
  5294. isMaterial: true,
  5295. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5296. customProgramCacheKey: function () {
  5297. return this.onBeforeCompile.toString();
  5298. },
  5299. setValues: function ( values ) {
  5300. if ( values === undefined ) { return; }
  5301. for ( var key in values ) {
  5302. var newValue = values[ key ];
  5303. if ( newValue === undefined ) {
  5304. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5305. continue;
  5306. }
  5307. // for backward compatability if shading is set in the constructor
  5308. if ( key === 'shading' ) {
  5309. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5310. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5311. continue;
  5312. }
  5313. var currentValue = this[ key ];
  5314. if ( currentValue === undefined ) {
  5315. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5316. continue;
  5317. }
  5318. if ( currentValue && currentValue.isColor ) {
  5319. currentValue.set( newValue );
  5320. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5321. currentValue.copy( newValue );
  5322. } else {
  5323. this[ key ] = newValue;
  5324. }
  5325. }
  5326. },
  5327. toJSON: function ( meta ) {
  5328. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5329. if ( isRoot ) {
  5330. meta = {
  5331. textures: {},
  5332. images: {}
  5333. };
  5334. }
  5335. var data = {
  5336. metadata: {
  5337. version: 4.5,
  5338. type: 'Material',
  5339. generator: 'Material.toJSON'
  5340. }
  5341. };
  5342. // standard Material serialization
  5343. data.uuid = this.uuid;
  5344. data.type = this.type;
  5345. if ( this.name !== '' ) { data.name = this.name; }
  5346. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5347. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5348. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5349. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5350. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5351. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5352. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5353. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5354. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5355. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5356. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5357. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5358. }
  5359. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5360. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5361. }
  5362. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5363. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5364. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5365. }
  5366. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5367. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5368. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5369. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5370. if ( this.aoMap && this.aoMap.isTexture ) {
  5371. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5372. data.aoMapIntensity = this.aoMapIntensity;
  5373. }
  5374. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5375. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5376. data.bumpScale = this.bumpScale;
  5377. }
  5378. if ( this.normalMap && this.normalMap.isTexture ) {
  5379. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5380. data.normalMapType = this.normalMapType;
  5381. data.normalScale = this.normalScale.toArray();
  5382. }
  5383. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5384. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5385. data.displacementScale = this.displacementScale;
  5386. data.displacementBias = this.displacementBias;
  5387. }
  5388. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5389. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5390. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5391. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5392. if ( this.envMap && this.envMap.isTexture ) {
  5393. data.envMap = this.envMap.toJSON( meta ).uuid;
  5394. data.reflectivity = this.reflectivity; // Scale behind envMap
  5395. data.refractionRatio = this.refractionRatio;
  5396. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5397. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5398. }
  5399. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5400. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5401. }
  5402. if ( this.size !== undefined ) { data.size = this.size; }
  5403. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5404. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5405. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5406. if ( this.side !== FrontSide ) { data.side = this.side; }
  5407. if ( this.vertexColors ) { data.vertexColors = true; }
  5408. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5409. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5410. data.depthFunc = this.depthFunc;
  5411. data.depthTest = this.depthTest;
  5412. data.depthWrite = this.depthWrite;
  5413. data.stencilWrite = this.stencilWrite;
  5414. data.stencilWriteMask = this.stencilWriteMask;
  5415. data.stencilFunc = this.stencilFunc;
  5416. data.stencilRef = this.stencilRef;
  5417. data.stencilFuncMask = this.stencilFuncMask;
  5418. data.stencilFail = this.stencilFail;
  5419. data.stencilZFail = this.stencilZFail;
  5420. data.stencilZPass = this.stencilZPass;
  5421. // rotation (SpriteMaterial)
  5422. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5423. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5424. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5425. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5426. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5427. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5428. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5429. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5430. if ( this.dithering === true ) { data.dithering = true; }
  5431. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5432. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5433. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5434. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5435. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5436. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5437. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5438. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5439. if ( this.skinning === true ) { data.skinning = true; }
  5440. if ( this.visible === false ) { data.visible = false; }
  5441. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5442. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5443. // TODO: Copied from Object3D.toJSON
  5444. function extractFromCache( cache ) {
  5445. var values = [];
  5446. for ( var key in cache ) {
  5447. var data = cache[ key ];
  5448. delete data.metadata;
  5449. values.push( data );
  5450. }
  5451. return values;
  5452. }
  5453. if ( isRoot ) {
  5454. var textures = extractFromCache( meta.textures );
  5455. var images = extractFromCache( meta.images );
  5456. if ( textures.length > 0 ) { data.textures = textures; }
  5457. if ( images.length > 0 ) { data.images = images; }
  5458. }
  5459. return data;
  5460. },
  5461. clone: function () {
  5462. return new this.constructor().copy( this );
  5463. },
  5464. copy: function ( source ) {
  5465. this.name = source.name;
  5466. this.fog = source.fog;
  5467. this.blending = source.blending;
  5468. this.side = source.side;
  5469. this.flatShading = source.flatShading;
  5470. this.vertexColors = source.vertexColors;
  5471. this.opacity = source.opacity;
  5472. this.transparent = source.transparent;
  5473. this.blendSrc = source.blendSrc;
  5474. this.blendDst = source.blendDst;
  5475. this.blendEquation = source.blendEquation;
  5476. this.blendSrcAlpha = source.blendSrcAlpha;
  5477. this.blendDstAlpha = source.blendDstAlpha;
  5478. this.blendEquationAlpha = source.blendEquationAlpha;
  5479. this.depthFunc = source.depthFunc;
  5480. this.depthTest = source.depthTest;
  5481. this.depthWrite = source.depthWrite;
  5482. this.stencilWriteMask = source.stencilWriteMask;
  5483. this.stencilFunc = source.stencilFunc;
  5484. this.stencilRef = source.stencilRef;
  5485. this.stencilFuncMask = source.stencilFuncMask;
  5486. this.stencilFail = source.stencilFail;
  5487. this.stencilZFail = source.stencilZFail;
  5488. this.stencilZPass = source.stencilZPass;
  5489. this.stencilWrite = source.stencilWrite;
  5490. var srcPlanes = source.clippingPlanes;
  5491. var dstPlanes = null;
  5492. if ( srcPlanes !== null ) {
  5493. var n = srcPlanes.length;
  5494. dstPlanes = new Array( n );
  5495. for ( var i = 0; i !== n; ++ i ) {
  5496. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5497. }
  5498. }
  5499. this.clippingPlanes = dstPlanes;
  5500. this.clipIntersection = source.clipIntersection;
  5501. this.clipShadows = source.clipShadows;
  5502. this.shadowSide = source.shadowSide;
  5503. this.colorWrite = source.colorWrite;
  5504. this.precision = source.precision;
  5505. this.polygonOffset = source.polygonOffset;
  5506. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5507. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5508. this.dithering = source.dithering;
  5509. this.alphaTest = source.alphaTest;
  5510. this.premultipliedAlpha = source.premultipliedAlpha;
  5511. this.visible = source.visible;
  5512. this.toneMapped = source.toneMapped;
  5513. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5514. return this;
  5515. },
  5516. dispose: function () {
  5517. this.dispatchEvent( { type: 'dispose' } );
  5518. }
  5519. } );
  5520. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5521. set: function ( value ) {
  5522. if ( value === true ) { this.version ++; }
  5523. }
  5524. } );
  5525. /**
  5526. * @author mrdoob / http://mrdoob.com/
  5527. * @author alteredq / http://alteredqualia.com/
  5528. *
  5529. * parameters = {
  5530. * color: <hex>,
  5531. * opacity: <float>,
  5532. * map: new THREE.Texture( <Image> ),
  5533. *
  5534. * lightMap: new THREE.Texture( <Image> ),
  5535. * lightMapIntensity: <float>
  5536. *
  5537. * aoMap: new THREE.Texture( <Image> ),
  5538. * aoMapIntensity: <float>
  5539. *
  5540. * specularMap: new THREE.Texture( <Image> ),
  5541. *
  5542. * alphaMap: new THREE.Texture( <Image> ),
  5543. *
  5544. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5545. * combine: THREE.Multiply,
  5546. * reflectivity: <float>,
  5547. * refractionRatio: <float>,
  5548. *
  5549. * depthTest: <bool>,
  5550. * depthWrite: <bool>,
  5551. *
  5552. * wireframe: <boolean>,
  5553. * wireframeLinewidth: <float>,
  5554. *
  5555. * skinning: <bool>,
  5556. * morphTargets: <bool>
  5557. * }
  5558. */
  5559. function MeshBasicMaterial( parameters ) {
  5560. Material.call( this );
  5561. this.type = 'MeshBasicMaterial';
  5562. this.color = new Color( 0xffffff ); // emissive
  5563. this.map = null;
  5564. this.lightMap = null;
  5565. this.lightMapIntensity = 1.0;
  5566. this.aoMap = null;
  5567. this.aoMapIntensity = 1.0;
  5568. this.specularMap = null;
  5569. this.alphaMap = null;
  5570. this.envMap = null;
  5571. this.combine = MultiplyOperation;
  5572. this.reflectivity = 1;
  5573. this.refractionRatio = 0.98;
  5574. this.wireframe = false;
  5575. this.wireframeLinewidth = 1;
  5576. this.wireframeLinecap = 'round';
  5577. this.wireframeLinejoin = 'round';
  5578. this.skinning = false;
  5579. this.morphTargets = false;
  5580. this.setValues( parameters );
  5581. }
  5582. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5583. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5584. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5585. MeshBasicMaterial.prototype.copy = function ( source ) {
  5586. Material.prototype.copy.call( this, source );
  5587. this.color.copy( source.color );
  5588. this.map = source.map;
  5589. this.lightMap = source.lightMap;
  5590. this.lightMapIntensity = source.lightMapIntensity;
  5591. this.aoMap = source.aoMap;
  5592. this.aoMapIntensity = source.aoMapIntensity;
  5593. this.specularMap = source.specularMap;
  5594. this.alphaMap = source.alphaMap;
  5595. this.envMap = source.envMap;
  5596. this.combine = source.combine;
  5597. this.reflectivity = source.reflectivity;
  5598. this.refractionRatio = source.refractionRatio;
  5599. this.wireframe = source.wireframe;
  5600. this.wireframeLinewidth = source.wireframeLinewidth;
  5601. this.wireframeLinecap = source.wireframeLinecap;
  5602. this.wireframeLinejoin = source.wireframeLinejoin;
  5603. this.skinning = source.skinning;
  5604. this.morphTargets = source.morphTargets;
  5605. return this;
  5606. };
  5607. /**
  5608. * @author mrdoob / http://mrdoob.com/
  5609. */
  5610. var _vector$3 = new Vector3();
  5611. var _vector2$1 = new Vector2();
  5612. function BufferAttribute( array, itemSize, normalized ) {
  5613. if ( Array.isArray( array ) ) {
  5614. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5615. }
  5616. this.name = '';
  5617. this.array = array;
  5618. this.itemSize = itemSize;
  5619. this.count = array !== undefined ? array.length / itemSize : 0;
  5620. this.normalized = normalized === true;
  5621. this.usage = StaticDrawUsage;
  5622. this.updateRange = { offset: 0, count: - 1 };
  5623. this.version = 0;
  5624. }
  5625. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5626. set: function ( value ) {
  5627. if ( value === true ) { this.version ++; }
  5628. }
  5629. } );
  5630. Object.assign( BufferAttribute.prototype, {
  5631. isBufferAttribute: true,
  5632. onUploadCallback: function () {},
  5633. setUsage: function ( value ) {
  5634. this.usage = value;
  5635. return this;
  5636. },
  5637. copy: function ( source ) {
  5638. this.name = source.name;
  5639. this.array = new source.array.constructor( source.array );
  5640. this.itemSize = source.itemSize;
  5641. this.count = source.count;
  5642. this.normalized = source.normalized;
  5643. this.usage = source.usage;
  5644. return this;
  5645. },
  5646. copyAt: function ( index1, attribute, index2 ) {
  5647. index1 *= this.itemSize;
  5648. index2 *= attribute.itemSize;
  5649. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5650. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5651. }
  5652. return this;
  5653. },
  5654. copyArray: function ( array ) {
  5655. this.array.set( array );
  5656. return this;
  5657. },
  5658. copyColorsArray: function ( colors ) {
  5659. var array = this.array;
  5660. var offset = 0;
  5661. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5662. var color = colors[ i ];
  5663. if ( color === undefined ) {
  5664. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5665. color = new Color();
  5666. }
  5667. array[ offset ++ ] = color.r;
  5668. array[ offset ++ ] = color.g;
  5669. array[ offset ++ ] = color.b;
  5670. }
  5671. return this;
  5672. },
  5673. copyVector2sArray: function ( vectors ) {
  5674. var array = this.array;
  5675. var offset = 0;
  5676. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5677. var vector = vectors[ i ];
  5678. if ( vector === undefined ) {
  5679. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5680. vector = new Vector2();
  5681. }
  5682. array[ offset ++ ] = vector.x;
  5683. array[ offset ++ ] = vector.y;
  5684. }
  5685. return this;
  5686. },
  5687. copyVector3sArray: function ( vectors ) {
  5688. var array = this.array;
  5689. var offset = 0;
  5690. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5691. var vector = vectors[ i ];
  5692. if ( vector === undefined ) {
  5693. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5694. vector = new Vector3();
  5695. }
  5696. array[ offset ++ ] = vector.x;
  5697. array[ offset ++ ] = vector.y;
  5698. array[ offset ++ ] = vector.z;
  5699. }
  5700. return this;
  5701. },
  5702. copyVector4sArray: function ( vectors ) {
  5703. var array = this.array;
  5704. var offset = 0;
  5705. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5706. var vector = vectors[ i ];
  5707. if ( vector === undefined ) {
  5708. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5709. vector = new Vector4();
  5710. }
  5711. array[ offset ++ ] = vector.x;
  5712. array[ offset ++ ] = vector.y;
  5713. array[ offset ++ ] = vector.z;
  5714. array[ offset ++ ] = vector.w;
  5715. }
  5716. return this;
  5717. },
  5718. applyMatrix3: function ( m ) {
  5719. if ( this.itemSize === 2 ) {
  5720. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5721. _vector2$1.fromBufferAttribute( this, i );
  5722. _vector2$1.applyMatrix3( m );
  5723. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5724. }
  5725. } else if ( this.itemSize === 3 ) {
  5726. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5727. _vector$3.fromBufferAttribute( this, i$1 );
  5728. _vector$3.applyMatrix3( m );
  5729. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5730. }
  5731. }
  5732. return this;
  5733. },
  5734. applyMatrix4: function ( m ) {
  5735. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5736. _vector$3.x = this.getX( i );
  5737. _vector$3.y = this.getY( i );
  5738. _vector$3.z = this.getZ( i );
  5739. _vector$3.applyMatrix4( m );
  5740. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5741. }
  5742. return this;
  5743. },
  5744. applyNormalMatrix: function ( m ) {
  5745. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5746. _vector$3.x = this.getX( i );
  5747. _vector$3.y = this.getY( i );
  5748. _vector$3.z = this.getZ( i );
  5749. _vector$3.applyNormalMatrix( m );
  5750. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5751. }
  5752. return this;
  5753. },
  5754. transformDirection: function ( m ) {
  5755. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5756. _vector$3.x = this.getX( i );
  5757. _vector$3.y = this.getY( i );
  5758. _vector$3.z = this.getZ( i );
  5759. _vector$3.transformDirection( m );
  5760. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5761. }
  5762. return this;
  5763. },
  5764. set: function ( value, offset ) {
  5765. if ( offset === undefined ) { offset = 0; }
  5766. this.array.set( value, offset );
  5767. return this;
  5768. },
  5769. getX: function ( index ) {
  5770. return this.array[ index * this.itemSize ];
  5771. },
  5772. setX: function ( index, x ) {
  5773. this.array[ index * this.itemSize ] = x;
  5774. return this;
  5775. },
  5776. getY: function ( index ) {
  5777. return this.array[ index * this.itemSize + 1 ];
  5778. },
  5779. setY: function ( index, y ) {
  5780. this.array[ index * this.itemSize + 1 ] = y;
  5781. return this;
  5782. },
  5783. getZ: function ( index ) {
  5784. return this.array[ index * this.itemSize + 2 ];
  5785. },
  5786. setZ: function ( index, z ) {
  5787. this.array[ index * this.itemSize + 2 ] = z;
  5788. return this;
  5789. },
  5790. getW: function ( index ) {
  5791. return this.array[ index * this.itemSize + 3 ];
  5792. },
  5793. setW: function ( index, w ) {
  5794. this.array[ index * this.itemSize + 3 ] = w;
  5795. return this;
  5796. },
  5797. setXY: function ( index, x, y ) {
  5798. index *= this.itemSize;
  5799. this.array[ index + 0 ] = x;
  5800. this.array[ index + 1 ] = y;
  5801. return this;
  5802. },
  5803. setXYZ: function ( index, x, y, z ) {
  5804. index *= this.itemSize;
  5805. this.array[ index + 0 ] = x;
  5806. this.array[ index + 1 ] = y;
  5807. this.array[ index + 2 ] = z;
  5808. return this;
  5809. },
  5810. setXYZW: function ( index, x, y, z, w ) {
  5811. index *= this.itemSize;
  5812. this.array[ index + 0 ] = x;
  5813. this.array[ index + 1 ] = y;
  5814. this.array[ index + 2 ] = z;
  5815. this.array[ index + 3 ] = w;
  5816. return this;
  5817. },
  5818. onUpload: function ( callback ) {
  5819. this.onUploadCallback = callback;
  5820. return this;
  5821. },
  5822. clone: function () {
  5823. return new this.constructor( this.array, this.itemSize ).copy( this );
  5824. },
  5825. toJSON: function () {
  5826. return {
  5827. itemSize: this.itemSize,
  5828. type: this.array.constructor.name,
  5829. array: Array.prototype.slice.call( this.array ),
  5830. normalized: this.normalized
  5831. };
  5832. }
  5833. } );
  5834. //
  5835. function Int8BufferAttribute( array, itemSize, normalized ) {
  5836. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5837. }
  5838. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5839. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5840. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5841. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5842. }
  5843. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5844. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5845. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5846. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5847. }
  5848. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5849. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5850. function Int16BufferAttribute( array, itemSize, normalized ) {
  5851. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5852. }
  5853. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5854. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5855. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5856. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5857. }
  5858. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5859. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5860. function Int32BufferAttribute( array, itemSize, normalized ) {
  5861. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5862. }
  5863. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5864. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5865. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5866. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5867. }
  5868. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5869. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5870. function Float32BufferAttribute( array, itemSize, normalized ) {
  5871. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5872. }
  5873. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5874. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5875. function Float64BufferAttribute( array, itemSize, normalized ) {
  5876. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5877. }
  5878. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5879. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5880. /**
  5881. * @author mrdoob / http://mrdoob.com/
  5882. */
  5883. function DirectGeometry() {
  5884. this.vertices = [];
  5885. this.normals = [];
  5886. this.colors = [];
  5887. this.uvs = [];
  5888. this.uvs2 = [];
  5889. this.groups = [];
  5890. this.morphTargets = {};
  5891. this.skinWeights = [];
  5892. this.skinIndices = [];
  5893. // this.lineDistances = [];
  5894. this.boundingBox = null;
  5895. this.boundingSphere = null;
  5896. // update flags
  5897. this.verticesNeedUpdate = false;
  5898. this.normalsNeedUpdate = false;
  5899. this.colorsNeedUpdate = false;
  5900. this.uvsNeedUpdate = false;
  5901. this.groupsNeedUpdate = false;
  5902. }
  5903. Object.assign( DirectGeometry.prototype, {
  5904. computeGroups: function ( geometry ) {
  5905. var groups = [];
  5906. var group, i;
  5907. var materialIndex = undefined;
  5908. var faces = geometry.faces;
  5909. for ( i = 0; i < faces.length; i ++ ) {
  5910. var face = faces[ i ];
  5911. // materials
  5912. if ( face.materialIndex !== materialIndex ) {
  5913. materialIndex = face.materialIndex;
  5914. if ( group !== undefined ) {
  5915. group.count = ( i * 3 ) - group.start;
  5916. groups.push( group );
  5917. }
  5918. group = {
  5919. start: i * 3,
  5920. materialIndex: materialIndex
  5921. };
  5922. }
  5923. }
  5924. if ( group !== undefined ) {
  5925. group.count = ( i * 3 ) - group.start;
  5926. groups.push( group );
  5927. }
  5928. this.groups = groups;
  5929. },
  5930. fromGeometry: function ( geometry ) {
  5931. var faces = geometry.faces;
  5932. var vertices = geometry.vertices;
  5933. var faceVertexUvs = geometry.faceVertexUvs;
  5934. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5935. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5936. // morphs
  5937. var morphTargets = geometry.morphTargets;
  5938. var morphTargetsLength = morphTargets.length;
  5939. var morphTargetsPosition;
  5940. if ( morphTargetsLength > 0 ) {
  5941. morphTargetsPosition = [];
  5942. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5943. morphTargetsPosition[ i ] = {
  5944. name: morphTargets[ i ].name,
  5945. data: []
  5946. };
  5947. }
  5948. this.morphTargets.position = morphTargetsPosition;
  5949. }
  5950. var morphNormals = geometry.morphNormals;
  5951. var morphNormalsLength = morphNormals.length;
  5952. var morphTargetsNormal;
  5953. if ( morphNormalsLength > 0 ) {
  5954. morphTargetsNormal = [];
  5955. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5956. morphTargetsNormal[ i$1 ] = {
  5957. name: morphNormals[ i$1 ].name,
  5958. data: []
  5959. };
  5960. }
  5961. this.morphTargets.normal = morphTargetsNormal;
  5962. }
  5963. // skins
  5964. var skinIndices = geometry.skinIndices;
  5965. var skinWeights = geometry.skinWeights;
  5966. var hasSkinIndices = skinIndices.length === vertices.length;
  5967. var hasSkinWeights = skinWeights.length === vertices.length;
  5968. //
  5969. if ( vertices.length > 0 && faces.length === 0 ) {
  5970. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5971. }
  5972. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5973. var face = faces[ i$2 ];
  5974. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5975. var vertexNormals = face.vertexNormals;
  5976. if ( vertexNormals.length === 3 ) {
  5977. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5978. } else {
  5979. var normal = face.normal;
  5980. this.normals.push( normal, normal, normal );
  5981. }
  5982. var vertexColors = face.vertexColors;
  5983. if ( vertexColors.length === 3 ) {
  5984. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5985. } else {
  5986. var color = face.color;
  5987. this.colors.push( color, color, color );
  5988. }
  5989. if ( hasFaceVertexUv === true ) {
  5990. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5991. if ( vertexUvs !== undefined ) {
  5992. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5993. } else {
  5994. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5995. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5996. }
  5997. }
  5998. if ( hasFaceVertexUv2 === true ) {
  5999. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  6000. if ( vertexUvs$1 !== undefined ) {
  6001. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  6002. } else {
  6003. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  6004. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6005. }
  6006. }
  6007. // morphs
  6008. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6009. var morphTarget = morphTargets[ j ].vertices;
  6010. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6011. }
  6012. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  6013. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  6014. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6015. }
  6016. // skins
  6017. if ( hasSkinIndices ) {
  6018. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6019. }
  6020. if ( hasSkinWeights ) {
  6021. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6022. }
  6023. }
  6024. this.computeGroups( geometry );
  6025. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6026. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6027. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6028. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6029. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6030. if ( geometry.boundingSphere !== null ) {
  6031. this.boundingSphere = geometry.boundingSphere.clone();
  6032. }
  6033. if ( geometry.boundingBox !== null ) {
  6034. this.boundingBox = geometry.boundingBox.clone();
  6035. }
  6036. return this;
  6037. }
  6038. } );
  6039. /**
  6040. * @author mrdoob / http://mrdoob.com/
  6041. */
  6042. function arrayMax( array ) {
  6043. if ( array.length === 0 ) { return - Infinity; }
  6044. var max = array[ 0 ];
  6045. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6046. if ( array[ i ] > max ) { max = array[ i ]; }
  6047. }
  6048. return max;
  6049. }
  6050. /**
  6051. * @author alteredq / http://alteredqualia.com/
  6052. * @author mrdoob / http://mrdoob.com/
  6053. */
  6054. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6055. var _m1$2 = new Matrix4();
  6056. var _obj = new Object3D();
  6057. var _offset = new Vector3();
  6058. var _box$2 = new Box3();
  6059. var _boxMorphTargets = new Box3();
  6060. var _vector$4 = new Vector3();
  6061. function BufferGeometry() {
  6062. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6063. this.uuid = MathUtils.generateUUID();
  6064. this.name = '';
  6065. this.type = 'BufferGeometry';
  6066. this.index = null;
  6067. this.attributes = {};
  6068. this.morphAttributes = {};
  6069. this.morphTargetsRelative = false;
  6070. this.groups = [];
  6071. this.boundingBox = null;
  6072. this.boundingSphere = null;
  6073. this.drawRange = { start: 0, count: Infinity };
  6074. this.userData = {};
  6075. }
  6076. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6077. constructor: BufferGeometry,
  6078. isBufferGeometry: true,
  6079. getIndex: function () {
  6080. return this.index;
  6081. },
  6082. setIndex: function ( index ) {
  6083. if ( Array.isArray( index ) ) {
  6084. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6085. } else {
  6086. this.index = index;
  6087. }
  6088. },
  6089. getAttribute: function ( name ) {
  6090. return this.attributes[ name ];
  6091. },
  6092. setAttribute: function ( name, attribute ) {
  6093. this.attributes[ name ] = attribute;
  6094. return this;
  6095. },
  6096. deleteAttribute: function ( name ) {
  6097. delete this.attributes[ name ];
  6098. return this;
  6099. },
  6100. addGroup: function ( start, count, materialIndex ) {
  6101. this.groups.push( {
  6102. start: start,
  6103. count: count,
  6104. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6105. } );
  6106. },
  6107. clearGroups: function () {
  6108. this.groups = [];
  6109. },
  6110. setDrawRange: function ( start, count ) {
  6111. this.drawRange.start = start;
  6112. this.drawRange.count = count;
  6113. },
  6114. applyMatrix4: function ( matrix ) {
  6115. var position = this.attributes.position;
  6116. if ( position !== undefined ) {
  6117. position.applyMatrix4( matrix );
  6118. position.needsUpdate = true;
  6119. }
  6120. var normal = this.attributes.normal;
  6121. if ( normal !== undefined ) {
  6122. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6123. normal.applyNormalMatrix( normalMatrix );
  6124. normal.needsUpdate = true;
  6125. }
  6126. var tangent = this.attributes.tangent;
  6127. if ( tangent !== undefined ) {
  6128. tangent.transformDirection( matrix );
  6129. tangent.needsUpdate = true;
  6130. }
  6131. if ( this.boundingBox !== null ) {
  6132. this.computeBoundingBox();
  6133. }
  6134. if ( this.boundingSphere !== null ) {
  6135. this.computeBoundingSphere();
  6136. }
  6137. return this;
  6138. },
  6139. rotateX: function ( angle ) {
  6140. // rotate geometry around world x-axis
  6141. _m1$2.makeRotationX( angle );
  6142. this.applyMatrix4( _m1$2 );
  6143. return this;
  6144. },
  6145. rotateY: function ( angle ) {
  6146. // rotate geometry around world y-axis
  6147. _m1$2.makeRotationY( angle );
  6148. this.applyMatrix4( _m1$2 );
  6149. return this;
  6150. },
  6151. rotateZ: function ( angle ) {
  6152. // rotate geometry around world z-axis
  6153. _m1$2.makeRotationZ( angle );
  6154. this.applyMatrix4( _m1$2 );
  6155. return this;
  6156. },
  6157. translate: function ( x, y, z ) {
  6158. // translate geometry
  6159. _m1$2.makeTranslation( x, y, z );
  6160. this.applyMatrix4( _m1$2 );
  6161. return this;
  6162. },
  6163. scale: function ( x, y, z ) {
  6164. // scale geometry
  6165. _m1$2.makeScale( x, y, z );
  6166. this.applyMatrix4( _m1$2 );
  6167. return this;
  6168. },
  6169. lookAt: function ( vector ) {
  6170. _obj.lookAt( vector );
  6171. _obj.updateMatrix();
  6172. this.applyMatrix4( _obj.matrix );
  6173. return this;
  6174. },
  6175. center: function () {
  6176. this.computeBoundingBox();
  6177. this.boundingBox.getCenter( _offset ).negate();
  6178. this.translate( _offset.x, _offset.y, _offset.z );
  6179. return this;
  6180. },
  6181. setFromObject: function ( object ) {
  6182. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6183. var geometry = object.geometry;
  6184. if ( object.isPoints || object.isLine ) {
  6185. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6186. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6187. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6188. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6189. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6190. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6191. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6192. }
  6193. if ( geometry.boundingSphere !== null ) {
  6194. this.boundingSphere = geometry.boundingSphere.clone();
  6195. }
  6196. if ( geometry.boundingBox !== null ) {
  6197. this.boundingBox = geometry.boundingBox.clone();
  6198. }
  6199. } else if ( object.isMesh ) {
  6200. if ( geometry && geometry.isGeometry ) {
  6201. this.fromGeometry( geometry );
  6202. }
  6203. }
  6204. return this;
  6205. },
  6206. setFromPoints: function ( points ) {
  6207. var position = [];
  6208. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6209. var point = points[ i ];
  6210. position.push( point.x, point.y, point.z || 0 );
  6211. }
  6212. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6213. return this;
  6214. },
  6215. updateFromObject: function ( object ) {
  6216. var geometry = object.geometry;
  6217. if ( object.isMesh ) {
  6218. var direct = geometry.__directGeometry;
  6219. if ( geometry.elementsNeedUpdate === true ) {
  6220. direct = undefined;
  6221. geometry.elementsNeedUpdate = false;
  6222. }
  6223. if ( direct === undefined ) {
  6224. return this.fromGeometry( geometry );
  6225. }
  6226. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6227. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6228. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6229. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6230. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6231. geometry.verticesNeedUpdate = false;
  6232. geometry.normalsNeedUpdate = false;
  6233. geometry.colorsNeedUpdate = false;
  6234. geometry.uvsNeedUpdate = false;
  6235. geometry.groupsNeedUpdate = false;
  6236. geometry = direct;
  6237. }
  6238. if ( geometry.verticesNeedUpdate === true ) {
  6239. var attribute = this.attributes.position;
  6240. if ( attribute !== undefined ) {
  6241. attribute.copyVector3sArray( geometry.vertices );
  6242. attribute.needsUpdate = true;
  6243. }
  6244. geometry.verticesNeedUpdate = false;
  6245. }
  6246. if ( geometry.normalsNeedUpdate === true ) {
  6247. var attribute$1 = this.attributes.normal;
  6248. if ( attribute$1 !== undefined ) {
  6249. attribute$1.copyVector3sArray( geometry.normals );
  6250. attribute$1.needsUpdate = true;
  6251. }
  6252. geometry.normalsNeedUpdate = false;
  6253. }
  6254. if ( geometry.colorsNeedUpdate === true ) {
  6255. var attribute$2 = this.attributes.color;
  6256. if ( attribute$2 !== undefined ) {
  6257. attribute$2.copyColorsArray( geometry.colors );
  6258. attribute$2.needsUpdate = true;
  6259. }
  6260. geometry.colorsNeedUpdate = false;
  6261. }
  6262. if ( geometry.uvsNeedUpdate ) {
  6263. var attribute$3 = this.attributes.uv;
  6264. if ( attribute$3 !== undefined ) {
  6265. attribute$3.copyVector2sArray( geometry.uvs );
  6266. attribute$3.needsUpdate = true;
  6267. }
  6268. geometry.uvsNeedUpdate = false;
  6269. }
  6270. if ( geometry.lineDistancesNeedUpdate ) {
  6271. var attribute$4 = this.attributes.lineDistance;
  6272. if ( attribute$4 !== undefined ) {
  6273. attribute$4.copyArray( geometry.lineDistances );
  6274. attribute$4.needsUpdate = true;
  6275. }
  6276. geometry.lineDistancesNeedUpdate = false;
  6277. }
  6278. if ( geometry.groupsNeedUpdate ) {
  6279. geometry.computeGroups( object.geometry );
  6280. this.groups = geometry.groups;
  6281. geometry.groupsNeedUpdate = false;
  6282. }
  6283. return this;
  6284. },
  6285. fromGeometry: function ( geometry ) {
  6286. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6287. return this.fromDirectGeometry( geometry.__directGeometry );
  6288. },
  6289. fromDirectGeometry: function ( geometry ) {
  6290. var positions = new Float32Array( geometry.vertices.length * 3 );
  6291. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6292. if ( geometry.normals.length > 0 ) {
  6293. var normals = new Float32Array( geometry.normals.length * 3 );
  6294. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6295. }
  6296. if ( geometry.colors.length > 0 ) {
  6297. var colors = new Float32Array( geometry.colors.length * 3 );
  6298. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6299. }
  6300. if ( geometry.uvs.length > 0 ) {
  6301. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6302. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6303. }
  6304. if ( geometry.uvs2.length > 0 ) {
  6305. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6306. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6307. }
  6308. // groups
  6309. this.groups = geometry.groups;
  6310. // morphs
  6311. for ( var name in geometry.morphTargets ) {
  6312. var array = [];
  6313. var morphTargets = geometry.morphTargets[ name ];
  6314. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6315. var morphTarget = morphTargets[ i ];
  6316. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6317. attribute.name = morphTarget.name;
  6318. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6319. }
  6320. this.morphAttributes[ name ] = array;
  6321. }
  6322. // skinning
  6323. if ( geometry.skinIndices.length > 0 ) {
  6324. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6325. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6326. }
  6327. if ( geometry.skinWeights.length > 0 ) {
  6328. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6329. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6330. }
  6331. //
  6332. if ( geometry.boundingSphere !== null ) {
  6333. this.boundingSphere = geometry.boundingSphere.clone();
  6334. }
  6335. if ( geometry.boundingBox !== null ) {
  6336. this.boundingBox = geometry.boundingBox.clone();
  6337. }
  6338. return this;
  6339. },
  6340. computeBoundingBox: function () {
  6341. if ( this.boundingBox === null ) {
  6342. this.boundingBox = new Box3();
  6343. }
  6344. var position = this.attributes.position;
  6345. var morphAttributesPosition = this.morphAttributes.position;
  6346. if ( position !== undefined ) {
  6347. this.boundingBox.setFromBufferAttribute( position );
  6348. // process morph attributes if present
  6349. if ( morphAttributesPosition ) {
  6350. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6351. var morphAttribute = morphAttributesPosition[ i ];
  6352. _box$2.setFromBufferAttribute( morphAttribute );
  6353. if ( this.morphTargetsRelative ) {
  6354. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6355. this.boundingBox.expandByPoint( _vector$4 );
  6356. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6357. this.boundingBox.expandByPoint( _vector$4 );
  6358. } else {
  6359. this.boundingBox.expandByPoint( _box$2.min );
  6360. this.boundingBox.expandByPoint( _box$2.max );
  6361. }
  6362. }
  6363. }
  6364. } else {
  6365. this.boundingBox.makeEmpty();
  6366. }
  6367. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6368. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6369. }
  6370. },
  6371. computeBoundingSphere: function () {
  6372. if ( this.boundingSphere === null ) {
  6373. this.boundingSphere = new Sphere();
  6374. }
  6375. var position = this.attributes.position;
  6376. var morphAttributesPosition = this.morphAttributes.position;
  6377. if ( position ) {
  6378. // first, find the center of the bounding sphere
  6379. var center = this.boundingSphere.center;
  6380. _box$2.setFromBufferAttribute( position );
  6381. // process morph attributes if present
  6382. if ( morphAttributesPosition ) {
  6383. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6384. var morphAttribute = morphAttributesPosition[ i ];
  6385. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6386. if ( this.morphTargetsRelative ) {
  6387. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6388. _box$2.expandByPoint( _vector$4 );
  6389. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6390. _box$2.expandByPoint( _vector$4 );
  6391. } else {
  6392. _box$2.expandByPoint( _boxMorphTargets.min );
  6393. _box$2.expandByPoint( _boxMorphTargets.max );
  6394. }
  6395. }
  6396. }
  6397. _box$2.getCenter( center );
  6398. // second, try to find a boundingSphere with a radius smaller than the
  6399. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6400. var maxRadiusSq = 0;
  6401. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6402. _vector$4.fromBufferAttribute( position, i$1 );
  6403. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6404. }
  6405. // process morph attributes if present
  6406. if ( morphAttributesPosition ) {
  6407. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6408. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6409. var morphTargetsRelative = this.morphTargetsRelative;
  6410. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6411. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6412. if ( morphTargetsRelative ) {
  6413. _offset.fromBufferAttribute( position, j );
  6414. _vector$4.add( _offset );
  6415. }
  6416. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6417. }
  6418. }
  6419. }
  6420. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6421. if ( isNaN( this.boundingSphere.radius ) ) {
  6422. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6423. }
  6424. }
  6425. },
  6426. computeFaceNormals: function () {
  6427. // backwards compatibility
  6428. },
  6429. computeVertexNormals: function () {
  6430. var index = this.index;
  6431. var positionAttribute = this.getAttribute( 'position' );
  6432. if ( positionAttribute !== undefined ) {
  6433. var normalAttribute = this.getAttribute( 'normal' );
  6434. if ( normalAttribute === undefined ) {
  6435. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6436. this.setAttribute( 'normal', normalAttribute );
  6437. } else {
  6438. // reset existing normals to zero
  6439. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6440. normalAttribute.setXYZ( i, 0, 0, 0 );
  6441. }
  6442. }
  6443. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6444. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6445. var cb = new Vector3(), ab = new Vector3();
  6446. // indexed elements
  6447. if ( index ) {
  6448. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6449. var vA = index.getX( i$1 + 0 );
  6450. var vB = index.getX( i$1 + 1 );
  6451. var vC = index.getX( i$1 + 2 );
  6452. pA.fromBufferAttribute( positionAttribute, vA );
  6453. pB.fromBufferAttribute( positionAttribute, vB );
  6454. pC.fromBufferAttribute( positionAttribute, vC );
  6455. cb.subVectors( pC, pB );
  6456. ab.subVectors( pA, pB );
  6457. cb.cross( ab );
  6458. nA.fromBufferAttribute( normalAttribute, vA );
  6459. nB.fromBufferAttribute( normalAttribute, vB );
  6460. nC.fromBufferAttribute( normalAttribute, vC );
  6461. nA.add( cb );
  6462. nB.add( cb );
  6463. nC.add( cb );
  6464. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6465. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6466. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6467. }
  6468. } else {
  6469. // non-indexed elements (unconnected triangle soup)
  6470. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6471. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6472. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6473. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6474. cb.subVectors( pC, pB );
  6475. ab.subVectors( pA, pB );
  6476. cb.cross( ab );
  6477. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6478. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6479. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6480. }
  6481. }
  6482. this.normalizeNormals();
  6483. normalAttribute.needsUpdate = true;
  6484. }
  6485. },
  6486. merge: function ( geometry, offset ) {
  6487. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6488. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6489. return;
  6490. }
  6491. if ( offset === undefined ) {
  6492. offset = 0;
  6493. console.warn(
  6494. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6495. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6496. );
  6497. }
  6498. var attributes = this.attributes;
  6499. for ( var key in attributes ) {
  6500. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6501. var attribute1 = attributes[ key ];
  6502. var attributeArray1 = attribute1.array;
  6503. var attribute2 = geometry.attributes[ key ];
  6504. var attributeArray2 = attribute2.array;
  6505. var attributeOffset = attribute2.itemSize * offset;
  6506. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6507. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6508. attributeArray1[ j ] = attributeArray2[ i ];
  6509. }
  6510. }
  6511. return this;
  6512. },
  6513. normalizeNormals: function () {
  6514. var normals = this.attributes.normal;
  6515. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6516. _vector$4.fromBufferAttribute( normals, i );
  6517. _vector$4.normalize();
  6518. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6519. }
  6520. },
  6521. toNonIndexed: function () {
  6522. function convertBufferAttribute( attribute, indices ) {
  6523. var array = attribute.array;
  6524. var itemSize = attribute.itemSize;
  6525. var normalized = attribute.normalized;
  6526. var array2 = new array.constructor( indices.length * itemSize );
  6527. var index = 0, index2 = 0;
  6528. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6529. index = indices[ i ] * itemSize;
  6530. for ( var j = 0; j < itemSize; j ++ ) {
  6531. array2[ index2 ++ ] = array[ index ++ ];
  6532. }
  6533. }
  6534. return new BufferAttribute( array2, itemSize, normalized );
  6535. }
  6536. //
  6537. if ( this.index === null ) {
  6538. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6539. return this;
  6540. }
  6541. var geometry2 = new BufferGeometry();
  6542. var indices = this.index.array;
  6543. var attributes = this.attributes;
  6544. // attributes
  6545. for ( var name in attributes ) {
  6546. var attribute = attributes[ name ];
  6547. var newAttribute = convertBufferAttribute( attribute, indices );
  6548. geometry2.setAttribute( name, newAttribute );
  6549. }
  6550. // morph attributes
  6551. var morphAttributes = this.morphAttributes;
  6552. for ( var name$1 in morphAttributes ) {
  6553. var morphArray = [];
  6554. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6555. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6556. var attribute$1 = morphAttribute[ i ];
  6557. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6558. morphArray.push( newAttribute$1 );
  6559. }
  6560. geometry2.morphAttributes[ name$1 ] = morphArray;
  6561. }
  6562. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6563. // groups
  6564. var groups = this.groups;
  6565. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6566. var group = groups[ i$1 ];
  6567. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6568. }
  6569. return geometry2;
  6570. },
  6571. toJSON: function () {
  6572. var data = {
  6573. metadata: {
  6574. version: 4.5,
  6575. type: 'BufferGeometry',
  6576. generator: 'BufferGeometry.toJSON'
  6577. }
  6578. };
  6579. // standard BufferGeometry serialization
  6580. data.uuid = this.uuid;
  6581. data.type = this.type;
  6582. if ( this.name !== '' ) { data.name = this.name; }
  6583. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6584. if ( this.parameters !== undefined ) {
  6585. var parameters = this.parameters;
  6586. for ( var key in parameters ) {
  6587. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6588. }
  6589. return data;
  6590. }
  6591. data.data = { attributes: {} };
  6592. var index = this.index;
  6593. if ( index !== null ) {
  6594. data.data.index = {
  6595. type: index.array.constructor.name,
  6596. array: Array.prototype.slice.call( index.array )
  6597. };
  6598. }
  6599. var attributes = this.attributes;
  6600. for ( var key$1 in attributes ) {
  6601. var attribute = attributes[ key$1 ];
  6602. var attributeData = attribute.toJSON( data.data );
  6603. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6604. data.data.attributes[ key$1 ] = attributeData;
  6605. }
  6606. var morphAttributes = {};
  6607. var hasMorphAttributes = false;
  6608. for ( var key$2 in this.morphAttributes ) {
  6609. var attributeArray = this.morphAttributes[ key$2 ];
  6610. var array = [];
  6611. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6612. var attribute$1 = attributeArray[ i ];
  6613. var attributeData$1 = attribute$1.toJSON( data.data );
  6614. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6615. array.push( attributeData$1 );
  6616. }
  6617. if ( array.length > 0 ) {
  6618. morphAttributes[ key$2 ] = array;
  6619. hasMorphAttributes = true;
  6620. }
  6621. }
  6622. if ( hasMorphAttributes ) {
  6623. data.data.morphAttributes = morphAttributes;
  6624. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6625. }
  6626. var groups = this.groups;
  6627. if ( groups.length > 0 ) {
  6628. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6629. }
  6630. var boundingSphere = this.boundingSphere;
  6631. if ( boundingSphere !== null ) {
  6632. data.data.boundingSphere = {
  6633. center: boundingSphere.center.toArray(),
  6634. radius: boundingSphere.radius
  6635. };
  6636. }
  6637. return data;
  6638. },
  6639. clone: function () {
  6640. /*
  6641. // Handle primitives
  6642. const parameters = this.parameters;
  6643. if ( parameters !== undefined ) {
  6644. const values = [];
  6645. for ( const key in parameters ) {
  6646. values.push( parameters[ key ] );
  6647. }
  6648. const geometry = Object.create( this.constructor.prototype );
  6649. this.constructor.apply( geometry, values );
  6650. return geometry;
  6651. }
  6652. return new this.constructor().copy( this );
  6653. */
  6654. return new BufferGeometry().copy( this );
  6655. },
  6656. copy: function ( source ) {
  6657. // reset
  6658. this.index = null;
  6659. this.attributes = {};
  6660. this.morphAttributes = {};
  6661. this.groups = [];
  6662. this.boundingBox = null;
  6663. this.boundingSphere = null;
  6664. // used for storing cloned, shared data
  6665. var data = {};
  6666. // name
  6667. this.name = source.name;
  6668. // index
  6669. var index = source.index;
  6670. if ( index !== null ) {
  6671. this.setIndex( index.clone( data ) );
  6672. }
  6673. // attributes
  6674. var attributes = source.attributes;
  6675. for ( var name in attributes ) {
  6676. var attribute = attributes[ name ];
  6677. this.setAttribute( name, attribute.clone( data ) );
  6678. }
  6679. // morph attributes
  6680. var morphAttributes = source.morphAttributes;
  6681. for ( var name$1 in morphAttributes ) {
  6682. var array = [];
  6683. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6684. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6685. array.push( morphAttribute[ i ].clone( data ) );
  6686. }
  6687. this.morphAttributes[ name$1 ] = array;
  6688. }
  6689. this.morphTargetsRelative = source.morphTargetsRelative;
  6690. // groups
  6691. var groups = source.groups;
  6692. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6693. var group = groups[ i$1 ];
  6694. this.addGroup( group.start, group.count, group.materialIndex );
  6695. }
  6696. // bounding box
  6697. var boundingBox = source.boundingBox;
  6698. if ( boundingBox !== null ) {
  6699. this.boundingBox = boundingBox.clone();
  6700. }
  6701. // bounding sphere
  6702. var boundingSphere = source.boundingSphere;
  6703. if ( boundingSphere !== null ) {
  6704. this.boundingSphere = boundingSphere.clone();
  6705. }
  6706. // draw range
  6707. this.drawRange.start = source.drawRange.start;
  6708. this.drawRange.count = source.drawRange.count;
  6709. // user data
  6710. this.userData = source.userData;
  6711. return this;
  6712. },
  6713. dispose: function () {
  6714. this.dispatchEvent( { type: 'dispose' } );
  6715. }
  6716. } );
  6717. /**
  6718. * @author mrdoob / http://mrdoob.com/
  6719. * @author alteredq / http://alteredqualia.com/
  6720. * @author mikael emtinger / http://gomo.se/
  6721. * @author jonobr1 / http://jonobr1.com/
  6722. */
  6723. var _inverseMatrix = new Matrix4();
  6724. var _ray = new Ray();
  6725. var _sphere = new Sphere();
  6726. var _vA = new Vector3();
  6727. var _vB = new Vector3();
  6728. var _vC = new Vector3();
  6729. var _tempA = new Vector3();
  6730. var _tempB = new Vector3();
  6731. var _tempC = new Vector3();
  6732. var _morphA = new Vector3();
  6733. var _morphB = new Vector3();
  6734. var _morphC = new Vector3();
  6735. var _uvA = new Vector2();
  6736. var _uvB = new Vector2();
  6737. var _uvC = new Vector2();
  6738. var _intersectionPoint = new Vector3();
  6739. var _intersectionPointWorld = new Vector3();
  6740. function Mesh( geometry, material ) {
  6741. Object3D.call( this );
  6742. this.type = 'Mesh';
  6743. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6744. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6745. this.updateMorphTargets();
  6746. }
  6747. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6748. constructor: Mesh,
  6749. isMesh: true,
  6750. copy: function ( source ) {
  6751. Object3D.prototype.copy.call( this, source );
  6752. if ( source.morphTargetInfluences !== undefined ) {
  6753. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6754. }
  6755. if ( source.morphTargetDictionary !== undefined ) {
  6756. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6757. }
  6758. this.material = source.material;
  6759. this.geometry = source.geometry;
  6760. return this;
  6761. },
  6762. updateMorphTargets: function () {
  6763. var geometry = this.geometry;
  6764. if ( geometry.isBufferGeometry ) {
  6765. var morphAttributes = geometry.morphAttributes;
  6766. var keys = Object.keys( morphAttributes );
  6767. if ( keys.length > 0 ) {
  6768. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6769. if ( morphAttribute !== undefined ) {
  6770. this.morphTargetInfluences = [];
  6771. this.morphTargetDictionary = {};
  6772. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6773. var name = morphAttribute[ m ].name || String( m );
  6774. this.morphTargetInfluences.push( 0 );
  6775. this.morphTargetDictionary[ name ] = m;
  6776. }
  6777. }
  6778. }
  6779. } else {
  6780. var morphTargets = geometry.morphTargets;
  6781. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6782. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6783. }
  6784. }
  6785. },
  6786. raycast: function ( raycaster, intersects ) {
  6787. var geometry = this.geometry;
  6788. var material = this.material;
  6789. var matrixWorld = this.matrixWorld;
  6790. if ( material === undefined ) { return; }
  6791. // Checking boundingSphere distance to ray
  6792. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6793. _sphere.copy( geometry.boundingSphere );
  6794. _sphere.applyMatrix4( matrixWorld );
  6795. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6796. //
  6797. _inverseMatrix.getInverse( matrixWorld );
  6798. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6799. // Check boundingBox before continuing
  6800. if ( geometry.boundingBox !== null ) {
  6801. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6802. }
  6803. var intersection;
  6804. if ( geometry.isBufferGeometry ) {
  6805. var index = geometry.index;
  6806. var position = geometry.attributes.position;
  6807. var morphPosition = geometry.morphAttributes.position;
  6808. var morphTargetsRelative = geometry.morphTargetsRelative;
  6809. var uv = geometry.attributes.uv;
  6810. var uv2 = geometry.attributes.uv2;
  6811. var groups = geometry.groups;
  6812. var drawRange = geometry.drawRange;
  6813. if ( index !== null ) {
  6814. // indexed buffer geometry
  6815. if ( Array.isArray( material ) ) {
  6816. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6817. var group = groups[ i ];
  6818. var groupMaterial = material[ group.materialIndex ];
  6819. var start = Math.max( group.start, drawRange.start );
  6820. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6821. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6822. var a = index.getX( j );
  6823. var b = index.getX( j + 1 );
  6824. var c = index.getX( j + 2 );
  6825. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6826. if ( intersection ) {
  6827. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6828. intersection.face.materialIndex = group.materialIndex;
  6829. intersects.push( intersection );
  6830. }
  6831. }
  6832. }
  6833. } else {
  6834. var start$1 = Math.max( 0, drawRange.start );
  6835. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6836. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6837. var a$1 = index.getX( i$1 );
  6838. var b$1 = index.getX( i$1 + 1 );
  6839. var c$1 = index.getX( i$1 + 2 );
  6840. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6841. if ( intersection ) {
  6842. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6843. intersects.push( intersection );
  6844. }
  6845. }
  6846. }
  6847. } else if ( position !== undefined ) {
  6848. // non-indexed buffer geometry
  6849. if ( Array.isArray( material ) ) {
  6850. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6851. var group$1 = groups[ i$2 ];
  6852. var groupMaterial$1 = material[ group$1.materialIndex ];
  6853. var start$2 = Math.max( group$1.start, drawRange.start );
  6854. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6855. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6856. var a$2 = j$1;
  6857. var b$2 = j$1 + 1;
  6858. var c$2 = j$1 + 2;
  6859. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6860. if ( intersection ) {
  6861. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6862. intersection.face.materialIndex = group$1.materialIndex;
  6863. intersects.push( intersection );
  6864. }
  6865. }
  6866. }
  6867. } else {
  6868. var start$3 = Math.max( 0, drawRange.start );
  6869. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6870. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6871. var a$3 = i$3;
  6872. var b$3 = i$3 + 1;
  6873. var c$3 = i$3 + 2;
  6874. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6875. if ( intersection ) {
  6876. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6877. intersects.push( intersection );
  6878. }
  6879. }
  6880. }
  6881. }
  6882. } else if ( geometry.isGeometry ) {
  6883. var isMultiMaterial = Array.isArray( material );
  6884. var vertices = geometry.vertices;
  6885. var faces = geometry.faces;
  6886. var uvs;
  6887. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6888. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6889. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6890. var face = faces[ f ];
  6891. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6892. if ( faceMaterial === undefined ) { continue; }
  6893. var fvA = vertices[ face.a ];
  6894. var fvB = vertices[ face.b ];
  6895. var fvC = vertices[ face.c ];
  6896. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6897. if ( intersection ) {
  6898. if ( uvs && uvs[ f ] ) {
  6899. var uvs_f = uvs[ f ];
  6900. _uvA.copy( uvs_f[ 0 ] );
  6901. _uvB.copy( uvs_f[ 1 ] );
  6902. _uvC.copy( uvs_f[ 2 ] );
  6903. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6904. }
  6905. intersection.face = face;
  6906. intersection.faceIndex = f;
  6907. intersects.push( intersection );
  6908. }
  6909. }
  6910. }
  6911. }
  6912. } );
  6913. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6914. var intersect;
  6915. if ( material.side === BackSide ) {
  6916. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6917. } else {
  6918. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6919. }
  6920. if ( intersect === null ) { return null; }
  6921. _intersectionPointWorld.copy( point );
  6922. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6923. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6924. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6925. return {
  6926. distance: distance,
  6927. point: _intersectionPointWorld.clone(),
  6928. object: object
  6929. };
  6930. }
  6931. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6932. _vA.fromBufferAttribute( position, a );
  6933. _vB.fromBufferAttribute( position, b );
  6934. _vC.fromBufferAttribute( position, c );
  6935. var morphInfluences = object.morphTargetInfluences;
  6936. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6937. _morphA.set( 0, 0, 0 );
  6938. _morphB.set( 0, 0, 0 );
  6939. _morphC.set( 0, 0, 0 );
  6940. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6941. var influence = morphInfluences[ i ];
  6942. var morphAttribute = morphPosition[ i ];
  6943. if ( influence === 0 ) { continue; }
  6944. _tempA.fromBufferAttribute( morphAttribute, a );
  6945. _tempB.fromBufferAttribute( morphAttribute, b );
  6946. _tempC.fromBufferAttribute( morphAttribute, c );
  6947. if ( morphTargetsRelative ) {
  6948. _morphA.addScaledVector( _tempA, influence );
  6949. _morphB.addScaledVector( _tempB, influence );
  6950. _morphC.addScaledVector( _tempC, influence );
  6951. } else {
  6952. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6953. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6954. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6955. }
  6956. }
  6957. _vA.add( _morphA );
  6958. _vB.add( _morphB );
  6959. _vC.add( _morphC );
  6960. }
  6961. if ( object.isSkinnedMesh ) {
  6962. object.boneTransform( a, _vA );
  6963. object.boneTransform( b, _vB );
  6964. object.boneTransform( c, _vC );
  6965. }
  6966. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6967. if ( intersection ) {
  6968. if ( uv ) {
  6969. _uvA.fromBufferAttribute( uv, a );
  6970. _uvB.fromBufferAttribute( uv, b );
  6971. _uvC.fromBufferAttribute( uv, c );
  6972. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6973. }
  6974. if ( uv2 ) {
  6975. _uvA.fromBufferAttribute( uv2, a );
  6976. _uvB.fromBufferAttribute( uv2, b );
  6977. _uvC.fromBufferAttribute( uv2, c );
  6978. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6979. }
  6980. var face = new Face3( a, b, c );
  6981. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6982. intersection.face = face;
  6983. }
  6984. return intersection;
  6985. }
  6986. /**
  6987. * @author mrdoob / http://mrdoob.com/
  6988. * @author kile / http://kile.stravaganza.org/
  6989. * @author alteredq / http://alteredqualia.com/
  6990. * @author mikael emtinger / http://gomo.se/
  6991. * @author zz85 / http://www.lab4games.net/zz85/blog
  6992. * @author bhouston / http://clara.io
  6993. */
  6994. var _geometryId = 0; // Geometry uses even numbers as Id
  6995. var _m1$3 = new Matrix4();
  6996. var _obj$1 = new Object3D();
  6997. var _offset$1 = new Vector3();
  6998. function Geometry() {
  6999. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  7000. this.uuid = MathUtils.generateUUID();
  7001. this.name = '';
  7002. this.type = 'Geometry';
  7003. this.vertices = [];
  7004. this.colors = [];
  7005. this.faces = [];
  7006. this.faceVertexUvs = [[]];
  7007. this.morphTargets = [];
  7008. this.morphNormals = [];
  7009. this.skinWeights = [];
  7010. this.skinIndices = [];
  7011. this.lineDistances = [];
  7012. this.boundingBox = null;
  7013. this.boundingSphere = null;
  7014. // update flags
  7015. this.elementsNeedUpdate = false;
  7016. this.verticesNeedUpdate = false;
  7017. this.uvsNeedUpdate = false;
  7018. this.normalsNeedUpdate = false;
  7019. this.colorsNeedUpdate = false;
  7020. this.lineDistancesNeedUpdate = false;
  7021. this.groupsNeedUpdate = false;
  7022. }
  7023. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7024. constructor: Geometry,
  7025. isGeometry: true,
  7026. applyMatrix4: function ( matrix ) {
  7027. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7028. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7029. var vertex = this.vertices[ i ];
  7030. vertex.applyMatrix4( matrix );
  7031. }
  7032. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7033. var face = this.faces[ i$1 ];
  7034. face.normal.applyMatrix3( normalMatrix ).normalize();
  7035. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7036. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7037. }
  7038. }
  7039. if ( this.boundingBox !== null ) {
  7040. this.computeBoundingBox();
  7041. }
  7042. if ( this.boundingSphere !== null ) {
  7043. this.computeBoundingSphere();
  7044. }
  7045. this.verticesNeedUpdate = true;
  7046. this.normalsNeedUpdate = true;
  7047. return this;
  7048. },
  7049. rotateX: function ( angle ) {
  7050. // rotate geometry around world x-axis
  7051. _m1$3.makeRotationX( angle );
  7052. this.applyMatrix4( _m1$3 );
  7053. return this;
  7054. },
  7055. rotateY: function ( angle ) {
  7056. // rotate geometry around world y-axis
  7057. _m1$3.makeRotationY( angle );
  7058. this.applyMatrix4( _m1$3 );
  7059. return this;
  7060. },
  7061. rotateZ: function ( angle ) {
  7062. // rotate geometry around world z-axis
  7063. _m1$3.makeRotationZ( angle );
  7064. this.applyMatrix4( _m1$3 );
  7065. return this;
  7066. },
  7067. translate: function ( x, y, z ) {
  7068. // translate geometry
  7069. _m1$3.makeTranslation( x, y, z );
  7070. this.applyMatrix4( _m1$3 );
  7071. return this;
  7072. },
  7073. scale: function ( x, y, z ) {
  7074. // scale geometry
  7075. _m1$3.makeScale( x, y, z );
  7076. this.applyMatrix4( _m1$3 );
  7077. return this;
  7078. },
  7079. lookAt: function ( vector ) {
  7080. _obj$1.lookAt( vector );
  7081. _obj$1.updateMatrix();
  7082. this.applyMatrix4( _obj$1.matrix );
  7083. return this;
  7084. },
  7085. fromBufferGeometry: function ( geometry ) {
  7086. var scope = this;
  7087. var index = geometry.index !== null ? geometry.index : undefined;
  7088. var attributes = geometry.attributes;
  7089. if ( attributes.position === undefined ) {
  7090. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7091. return this;
  7092. }
  7093. var position = attributes.position;
  7094. var normal = attributes.normal;
  7095. var color = attributes.color;
  7096. var uv = attributes.uv;
  7097. var uv2 = attributes.uv2;
  7098. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7099. for ( var i = 0; i < position.count; i ++ ) {
  7100. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7101. if ( color !== undefined ) {
  7102. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7103. }
  7104. }
  7105. function addFace( a, b, c, materialIndex ) {
  7106. var vertexColors = ( color === undefined ) ? [] : [
  7107. scope.colors[ a ].clone(),
  7108. scope.colors[ b ].clone(),
  7109. scope.colors[ c ].clone()
  7110. ];
  7111. var vertexNormals = ( normal === undefined ) ? [] : [
  7112. new Vector3().fromBufferAttribute( normal, a ),
  7113. new Vector3().fromBufferAttribute( normal, b ),
  7114. new Vector3().fromBufferAttribute( normal, c )
  7115. ];
  7116. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7117. scope.faces.push( face );
  7118. if ( uv !== undefined ) {
  7119. scope.faceVertexUvs[ 0 ].push( [
  7120. new Vector2().fromBufferAttribute( uv, a ),
  7121. new Vector2().fromBufferAttribute( uv, b ),
  7122. new Vector2().fromBufferAttribute( uv, c )
  7123. ] );
  7124. }
  7125. if ( uv2 !== undefined ) {
  7126. scope.faceVertexUvs[ 1 ].push( [
  7127. new Vector2().fromBufferAttribute( uv2, a ),
  7128. new Vector2().fromBufferAttribute( uv2, b ),
  7129. new Vector2().fromBufferAttribute( uv2, c )
  7130. ] );
  7131. }
  7132. }
  7133. var groups = geometry.groups;
  7134. if ( groups.length > 0 ) {
  7135. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7136. var group = groups[ i$1 ];
  7137. var start = group.start;
  7138. var count = group.count;
  7139. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7140. if ( index !== undefined ) {
  7141. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7142. } else {
  7143. addFace( j, j + 1, j + 2, group.materialIndex );
  7144. }
  7145. }
  7146. }
  7147. } else {
  7148. if ( index !== undefined ) {
  7149. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7150. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7151. }
  7152. } else {
  7153. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7154. addFace( i$3, i$3 + 1, i$3 + 2 );
  7155. }
  7156. }
  7157. }
  7158. this.computeFaceNormals();
  7159. if ( geometry.boundingBox !== null ) {
  7160. this.boundingBox = geometry.boundingBox.clone();
  7161. }
  7162. if ( geometry.boundingSphere !== null ) {
  7163. this.boundingSphere = geometry.boundingSphere.clone();
  7164. }
  7165. return this;
  7166. },
  7167. center: function () {
  7168. this.computeBoundingBox();
  7169. this.boundingBox.getCenter( _offset$1 ).negate();
  7170. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7171. return this;
  7172. },
  7173. normalize: function () {
  7174. this.computeBoundingSphere();
  7175. var center = this.boundingSphere.center;
  7176. var radius = this.boundingSphere.radius;
  7177. var s = radius === 0 ? 1 : 1.0 / radius;
  7178. var matrix = new Matrix4();
  7179. matrix.set(
  7180. s, 0, 0, - s * center.x,
  7181. 0, s, 0, - s * center.y,
  7182. 0, 0, s, - s * center.z,
  7183. 0, 0, 0, 1
  7184. );
  7185. this.applyMatrix4( matrix );
  7186. return this;
  7187. },
  7188. computeFaceNormals: function () {
  7189. var cb = new Vector3(), ab = new Vector3();
  7190. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7191. var face = this.faces[ f ];
  7192. var vA = this.vertices[ face.a ];
  7193. var vB = this.vertices[ face.b ];
  7194. var vC = this.vertices[ face.c ];
  7195. cb.subVectors( vC, vB );
  7196. ab.subVectors( vA, vB );
  7197. cb.cross( ab );
  7198. cb.normalize();
  7199. face.normal.copy( cb );
  7200. }
  7201. },
  7202. computeVertexNormals: function ( areaWeighted ) {
  7203. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7204. var vertices = new Array( this.vertices.length );
  7205. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7206. vertices[ v ] = new Vector3();
  7207. }
  7208. if ( areaWeighted ) {
  7209. // vertex normals weighted by triangle areas
  7210. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7211. var cb = new Vector3(), ab = new Vector3();
  7212. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7213. var face = this.faces[ f ];
  7214. var vA = this.vertices[ face.a ];
  7215. var vB = this.vertices[ face.b ];
  7216. var vC = this.vertices[ face.c ];
  7217. cb.subVectors( vC, vB );
  7218. ab.subVectors( vA, vB );
  7219. cb.cross( ab );
  7220. vertices[ face.a ].add( cb );
  7221. vertices[ face.b ].add( cb );
  7222. vertices[ face.c ].add( cb );
  7223. }
  7224. } else {
  7225. this.computeFaceNormals();
  7226. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7227. var face$1 = this.faces[ f$1 ];
  7228. vertices[ face$1.a ].add( face$1.normal );
  7229. vertices[ face$1.b ].add( face$1.normal );
  7230. vertices[ face$1.c ].add( face$1.normal );
  7231. }
  7232. }
  7233. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7234. vertices[ v$1 ].normalize();
  7235. }
  7236. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7237. var face$2 = this.faces[ f$2 ];
  7238. var vertexNormals = face$2.vertexNormals;
  7239. if ( vertexNormals.length === 3 ) {
  7240. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7241. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7242. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7243. } else {
  7244. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7245. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7246. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7247. }
  7248. }
  7249. if ( this.faces.length > 0 ) {
  7250. this.normalsNeedUpdate = true;
  7251. }
  7252. },
  7253. computeFlatVertexNormals: function () {
  7254. this.computeFaceNormals();
  7255. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7256. var face = this.faces[ f ];
  7257. var vertexNormals = face.vertexNormals;
  7258. if ( vertexNormals.length === 3 ) {
  7259. vertexNormals[ 0 ].copy( face.normal );
  7260. vertexNormals[ 1 ].copy( face.normal );
  7261. vertexNormals[ 2 ].copy( face.normal );
  7262. } else {
  7263. vertexNormals[ 0 ] = face.normal.clone();
  7264. vertexNormals[ 1 ] = face.normal.clone();
  7265. vertexNormals[ 2 ] = face.normal.clone();
  7266. }
  7267. }
  7268. if ( this.faces.length > 0 ) {
  7269. this.normalsNeedUpdate = true;
  7270. }
  7271. },
  7272. computeMorphNormals: function () {
  7273. // save original normals
  7274. // - create temp variables on first access
  7275. // otherwise just copy (for faster repeated calls)
  7276. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7277. var face = this.faces[ f ];
  7278. if ( ! face.__originalFaceNormal ) {
  7279. face.__originalFaceNormal = face.normal.clone();
  7280. } else {
  7281. face.__originalFaceNormal.copy( face.normal );
  7282. }
  7283. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7284. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7285. if ( ! face.__originalVertexNormals[ i ] ) {
  7286. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7287. } else {
  7288. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7289. }
  7290. }
  7291. }
  7292. // use temp geometry to compute face and vertex normals for each morph
  7293. var tmpGeo = new Geometry();
  7294. tmpGeo.faces = this.faces;
  7295. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7296. // create on first access
  7297. if ( ! this.morphNormals[ i$1 ] ) {
  7298. this.morphNormals[ i$1 ] = {};
  7299. this.morphNormals[ i$1 ].faceNormals = [];
  7300. this.morphNormals[ i$1 ].vertexNormals = [];
  7301. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7302. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7303. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7304. var faceNormal = new Vector3();
  7305. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7306. dstNormalsFace.push( faceNormal );
  7307. dstNormalsVertex.push( vertexNormals );
  7308. }
  7309. }
  7310. var morphNormals = this.morphNormals[ i$1 ];
  7311. // set vertices to morph target
  7312. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7313. // compute morph normals
  7314. tmpGeo.computeFaceNormals();
  7315. tmpGeo.computeVertexNormals();
  7316. // store morph normals
  7317. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7318. var face$1 = this.faces[ f$2 ];
  7319. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7320. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7321. faceNormal$1.copy( face$1.normal );
  7322. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7323. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7324. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7325. }
  7326. }
  7327. // restore original normals
  7328. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7329. var face$2 = this.faces[ f$3 ];
  7330. face$2.normal = face$2.__originalFaceNormal;
  7331. face$2.vertexNormals = face$2.__originalVertexNormals;
  7332. }
  7333. },
  7334. computeBoundingBox: function () {
  7335. if ( this.boundingBox === null ) {
  7336. this.boundingBox = new Box3();
  7337. }
  7338. this.boundingBox.setFromPoints( this.vertices );
  7339. },
  7340. computeBoundingSphere: function () {
  7341. if ( this.boundingSphere === null ) {
  7342. this.boundingSphere = new Sphere();
  7343. }
  7344. this.boundingSphere.setFromPoints( this.vertices );
  7345. },
  7346. merge: function ( geometry, matrix, materialIndexOffset ) {
  7347. if ( ! ( geometry && geometry.isGeometry ) ) {
  7348. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7349. return;
  7350. }
  7351. var normalMatrix,
  7352. vertexOffset = this.vertices.length,
  7353. vertices1 = this.vertices,
  7354. vertices2 = geometry.vertices,
  7355. faces1 = this.faces,
  7356. faces2 = geometry.faces,
  7357. colors1 = this.colors,
  7358. colors2 = geometry.colors;
  7359. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7360. if ( matrix !== undefined ) {
  7361. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7362. }
  7363. // vertices
  7364. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7365. var vertex = vertices2[ i ];
  7366. var vertexCopy = vertex.clone();
  7367. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7368. vertices1.push( vertexCopy );
  7369. }
  7370. // colors
  7371. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7372. colors1.push( colors2[ i$1 ].clone() );
  7373. }
  7374. // faces
  7375. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7376. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7377. faceVertexNormals = face.vertexNormals,
  7378. faceVertexColors = face.vertexColors;
  7379. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7380. faceCopy.normal.copy( face.normal );
  7381. if ( normalMatrix !== undefined ) {
  7382. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7383. }
  7384. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7385. normal = faceVertexNormals[ j ].clone();
  7386. if ( normalMatrix !== undefined ) {
  7387. normal.applyMatrix3( normalMatrix ).normalize();
  7388. }
  7389. faceCopy.vertexNormals.push( normal );
  7390. }
  7391. faceCopy.color.copy( face.color );
  7392. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7393. color = faceVertexColors[ j$1 ];
  7394. faceCopy.vertexColors.push( color.clone() );
  7395. }
  7396. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7397. faces1.push( faceCopy );
  7398. }
  7399. // uvs
  7400. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7401. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7402. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7403. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7404. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7405. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7406. uvsCopy.push( uvs2[ k ].clone() );
  7407. }
  7408. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7409. }
  7410. }
  7411. },
  7412. mergeMesh: function ( mesh ) {
  7413. if ( ! ( mesh && mesh.isMesh ) ) {
  7414. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7415. return;
  7416. }
  7417. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7418. this.merge( mesh.geometry, mesh.matrix );
  7419. },
  7420. /*
  7421. * Checks for duplicate vertices with hashmap.
  7422. * Duplicated vertices are removed
  7423. * and faces' vertices are updated.
  7424. */
  7425. mergeVertices: function () {
  7426. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7427. var unique = [], changes = [];
  7428. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7429. var precision = Math.pow( 10, precisionPoints );
  7430. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7431. var v = this.vertices[ i ];
  7432. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7433. if ( verticesMap[ key ] === undefined ) {
  7434. verticesMap[ key ] = i;
  7435. unique.push( this.vertices[ i ] );
  7436. changes[ i ] = unique.length - 1;
  7437. } else {
  7438. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7439. changes[ i ] = changes[ verticesMap[ key ] ];
  7440. }
  7441. }
  7442. // if faces are completely degenerate after merging vertices, we
  7443. // have to remove them from the geometry.
  7444. var faceIndicesToRemove = [];
  7445. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7446. var face = this.faces[ i$1 ];
  7447. face.a = changes[ face.a ];
  7448. face.b = changes[ face.b ];
  7449. face.c = changes[ face.c ];
  7450. var indices = [ face.a, face.b, face.c ];
  7451. // if any duplicate vertices are found in a Face3
  7452. // we have to remove the face as nothing can be saved
  7453. for ( var n = 0; n < 3; n ++ ) {
  7454. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7455. faceIndicesToRemove.push( i$1 );
  7456. break;
  7457. }
  7458. }
  7459. }
  7460. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7461. var idx = faceIndicesToRemove[ i$2 ];
  7462. this.faces.splice( idx, 1 );
  7463. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7464. this.faceVertexUvs[ j ].splice( idx, 1 );
  7465. }
  7466. }
  7467. // Use unique set of vertices
  7468. var diff = this.vertices.length - unique.length;
  7469. this.vertices = unique;
  7470. return diff;
  7471. },
  7472. setFromPoints: function ( points ) {
  7473. this.vertices = [];
  7474. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7475. var point = points[ i ];
  7476. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7477. }
  7478. return this;
  7479. },
  7480. sortFacesByMaterialIndex: function () {
  7481. var faces = this.faces;
  7482. var length = faces.length;
  7483. // tag faces
  7484. for ( var i = 0; i < length; i ++ ) {
  7485. faces[ i ]._id = i;
  7486. }
  7487. // sort faces
  7488. function materialIndexSort( a, b ) {
  7489. return a.materialIndex - b.materialIndex;
  7490. }
  7491. faces.sort( materialIndexSort );
  7492. // sort uvs
  7493. var uvs1 = this.faceVertexUvs[ 0 ];
  7494. var uvs2 = this.faceVertexUvs[ 1 ];
  7495. var newUvs1, newUvs2;
  7496. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7497. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7498. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7499. var id = faces[ i$1 ]._id;
  7500. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7501. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7502. }
  7503. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7504. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7505. },
  7506. toJSON: function () {
  7507. var data = {
  7508. metadata: {
  7509. version: 4.5,
  7510. type: 'Geometry',
  7511. generator: 'Geometry.toJSON'
  7512. }
  7513. };
  7514. // standard Geometry serialization
  7515. data.uuid = this.uuid;
  7516. data.type = this.type;
  7517. if ( this.name !== '' ) { data.name = this.name; }
  7518. if ( this.parameters !== undefined ) {
  7519. var parameters = this.parameters;
  7520. for ( var key in parameters ) {
  7521. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7522. }
  7523. return data;
  7524. }
  7525. var vertices = [];
  7526. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7527. var vertex = this.vertices[ i ];
  7528. vertices.push( vertex.x, vertex.y, vertex.z );
  7529. }
  7530. var faces = [];
  7531. var normals = [];
  7532. var normalsHash = {};
  7533. var colors = [];
  7534. var colorsHash = {};
  7535. var uvs = [];
  7536. var uvsHash = {};
  7537. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7538. var face = this.faces[ i$1 ];
  7539. var hasMaterial = true;
  7540. var hasFaceUv = false; // deprecated
  7541. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7542. var hasFaceNormal = face.normal.length() > 0;
  7543. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7544. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7545. var hasFaceVertexColor = face.vertexColors.length > 0;
  7546. var faceType = 0;
  7547. faceType = setBit( faceType, 0, 0 ); // isQuad
  7548. faceType = setBit( faceType, 1, hasMaterial );
  7549. faceType = setBit( faceType, 2, hasFaceUv );
  7550. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7551. faceType = setBit( faceType, 4, hasFaceNormal );
  7552. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7553. faceType = setBit( faceType, 6, hasFaceColor );
  7554. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7555. faces.push( faceType );
  7556. faces.push( face.a, face.b, face.c );
  7557. faces.push( face.materialIndex );
  7558. if ( hasFaceVertexUv ) {
  7559. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7560. faces.push(
  7561. getUvIndex( faceVertexUvs[ 0 ] ),
  7562. getUvIndex( faceVertexUvs[ 1 ] ),
  7563. getUvIndex( faceVertexUvs[ 2 ] )
  7564. );
  7565. }
  7566. if ( hasFaceNormal ) {
  7567. faces.push( getNormalIndex( face.normal ) );
  7568. }
  7569. if ( hasFaceVertexNormal ) {
  7570. var vertexNormals = face.vertexNormals;
  7571. faces.push(
  7572. getNormalIndex( vertexNormals[ 0 ] ),
  7573. getNormalIndex( vertexNormals[ 1 ] ),
  7574. getNormalIndex( vertexNormals[ 2 ] )
  7575. );
  7576. }
  7577. if ( hasFaceColor ) {
  7578. faces.push( getColorIndex( face.color ) );
  7579. }
  7580. if ( hasFaceVertexColor ) {
  7581. var vertexColors = face.vertexColors;
  7582. faces.push(
  7583. getColorIndex( vertexColors[ 0 ] ),
  7584. getColorIndex( vertexColors[ 1 ] ),
  7585. getColorIndex( vertexColors[ 2 ] )
  7586. );
  7587. }
  7588. }
  7589. function setBit( value, position, enabled ) {
  7590. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7591. }
  7592. function getNormalIndex( normal ) {
  7593. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7594. if ( normalsHash[ hash ] !== undefined ) {
  7595. return normalsHash[ hash ];
  7596. }
  7597. normalsHash[ hash ] = normals.length / 3;
  7598. normals.push( normal.x, normal.y, normal.z );
  7599. return normalsHash[ hash ];
  7600. }
  7601. function getColorIndex( color ) {
  7602. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7603. if ( colorsHash[ hash ] !== undefined ) {
  7604. return colorsHash[ hash ];
  7605. }
  7606. colorsHash[ hash ] = colors.length;
  7607. colors.push( color.getHex() );
  7608. return colorsHash[ hash ];
  7609. }
  7610. function getUvIndex( uv ) {
  7611. var hash = uv.x.toString() + uv.y.toString();
  7612. if ( uvsHash[ hash ] !== undefined ) {
  7613. return uvsHash[ hash ];
  7614. }
  7615. uvsHash[ hash ] = uvs.length / 2;
  7616. uvs.push( uv.x, uv.y );
  7617. return uvsHash[ hash ];
  7618. }
  7619. data.data = {};
  7620. data.data.vertices = vertices;
  7621. data.data.normals = normals;
  7622. if ( colors.length > 0 ) { data.data.colors = colors; }
  7623. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7624. data.data.faces = faces;
  7625. return data;
  7626. },
  7627. clone: function () {
  7628. /*
  7629. // Handle primitives
  7630. const parameters = this.parameters;
  7631. if ( parameters !== undefined ) {
  7632. const values = [];
  7633. for ( const key in parameters ) {
  7634. values.push( parameters[ key ] );
  7635. }
  7636. const geometry = Object.create( this.constructor.prototype );
  7637. this.constructor.apply( geometry, values );
  7638. return geometry;
  7639. }
  7640. return new this.constructor().copy( this );
  7641. */
  7642. return new Geometry().copy( this );
  7643. },
  7644. copy: function ( source ) {
  7645. // reset
  7646. this.vertices = [];
  7647. this.colors = [];
  7648. this.faces = [];
  7649. this.faceVertexUvs = [[]];
  7650. this.morphTargets = [];
  7651. this.morphNormals = [];
  7652. this.skinWeights = [];
  7653. this.skinIndices = [];
  7654. this.lineDistances = [];
  7655. this.boundingBox = null;
  7656. this.boundingSphere = null;
  7657. // name
  7658. this.name = source.name;
  7659. // vertices
  7660. var vertices = source.vertices;
  7661. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7662. this.vertices.push( vertices[ i ].clone() );
  7663. }
  7664. // colors
  7665. var colors = source.colors;
  7666. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7667. this.colors.push( colors[ i$1 ].clone() );
  7668. }
  7669. // faces
  7670. var faces = source.faces;
  7671. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7672. this.faces.push( faces[ i$2 ].clone() );
  7673. }
  7674. // face vertex uvs
  7675. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7676. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7677. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7678. this.faceVertexUvs[ i$3 ] = [];
  7679. }
  7680. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7681. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7682. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7683. var uv = uvs[ k ];
  7684. uvsCopy.push( uv.clone() );
  7685. }
  7686. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7687. }
  7688. }
  7689. // morph targets
  7690. var morphTargets = source.morphTargets;
  7691. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7692. var morphTarget = {};
  7693. morphTarget.name = morphTargets[ i$4 ].name;
  7694. // vertices
  7695. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7696. morphTarget.vertices = [];
  7697. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7698. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7699. }
  7700. }
  7701. // normals
  7702. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7703. morphTarget.normals = [];
  7704. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7705. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7706. }
  7707. }
  7708. this.morphTargets.push( morphTarget );
  7709. }
  7710. // morph normals
  7711. var morphNormals = source.morphNormals;
  7712. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7713. var morphNormal = {};
  7714. // vertex normals
  7715. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7716. morphNormal.vertexNormals = [];
  7717. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7718. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7719. var destVertexNormal = {};
  7720. destVertexNormal.a = srcVertexNormal.a.clone();
  7721. destVertexNormal.b = srcVertexNormal.b.clone();
  7722. destVertexNormal.c = srcVertexNormal.c.clone();
  7723. morphNormal.vertexNormals.push( destVertexNormal );
  7724. }
  7725. }
  7726. // face normals
  7727. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7728. morphNormal.faceNormals = [];
  7729. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7730. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7731. }
  7732. }
  7733. this.morphNormals.push( morphNormal );
  7734. }
  7735. // skin weights
  7736. var skinWeights = source.skinWeights;
  7737. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7738. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7739. }
  7740. // skin indices
  7741. var skinIndices = source.skinIndices;
  7742. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7743. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7744. }
  7745. // line distances
  7746. var lineDistances = source.lineDistances;
  7747. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7748. this.lineDistances.push( lineDistances[ i$8 ] );
  7749. }
  7750. // bounding box
  7751. var boundingBox = source.boundingBox;
  7752. if ( boundingBox !== null ) {
  7753. this.boundingBox = boundingBox.clone();
  7754. }
  7755. // bounding sphere
  7756. var boundingSphere = source.boundingSphere;
  7757. if ( boundingSphere !== null ) {
  7758. this.boundingSphere = boundingSphere.clone();
  7759. }
  7760. // update flags
  7761. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7762. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7763. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7764. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7765. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7766. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7767. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7768. return this;
  7769. },
  7770. dispose: function () {
  7771. this.dispatchEvent( { type: 'dispose' } );
  7772. }
  7773. } );
  7774. /**
  7775. * @author mrdoob / http://mrdoob.com/
  7776. * @author Mugen87 / https://github.com/Mugen87
  7777. */
  7778. // BoxGeometry
  7779. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7780. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7781. Geometry.call(this);
  7782. this.type = 'BoxGeometry';
  7783. this.parameters = {
  7784. width: width,
  7785. height: height,
  7786. depth: depth,
  7787. widthSegments: widthSegments,
  7788. heightSegments: heightSegments,
  7789. depthSegments: depthSegments
  7790. };
  7791. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7792. this.mergeVertices();
  7793. }
  7794. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7795. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7796. BoxGeometry.prototype.constructor = BoxGeometry;
  7797. return BoxGeometry;
  7798. }(Geometry));
  7799. // BoxBufferGeometry
  7800. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7801. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7802. BufferGeometry.call(this);
  7803. this.type = 'BoxBufferGeometry';
  7804. this.parameters = {
  7805. width: width,
  7806. height: height,
  7807. depth: depth,
  7808. widthSegments: widthSegments,
  7809. heightSegments: heightSegments,
  7810. depthSegments: depthSegments
  7811. };
  7812. var scope = this;
  7813. width = width || 1;
  7814. height = height || 1;
  7815. depth = depth || 1;
  7816. // segments
  7817. widthSegments = Math.floor( widthSegments ) || 1;
  7818. heightSegments = Math.floor( heightSegments ) || 1;
  7819. depthSegments = Math.floor( depthSegments ) || 1;
  7820. // buffers
  7821. var indices = [];
  7822. var vertices = [];
  7823. var normals = [];
  7824. var uvs = [];
  7825. // helper variables
  7826. var numberOfVertices = 0;
  7827. var groupStart = 0;
  7828. // build each side of the box geometry
  7829. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7830. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7831. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7832. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7833. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7834. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7835. // build geometry
  7836. this.setIndex( indices );
  7837. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7838. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7839. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7840. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7841. var segmentWidth = width / gridX;
  7842. var segmentHeight = height / gridY;
  7843. var widthHalf = width / 2;
  7844. var heightHalf = height / 2;
  7845. var depthHalf = depth / 2;
  7846. var gridX1 = gridX + 1;
  7847. var gridY1 = gridY + 1;
  7848. var vertexCounter = 0;
  7849. var groupCount = 0;
  7850. var vector = new Vector3();
  7851. // generate vertices, normals and uvs
  7852. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7853. var y = iy * segmentHeight - heightHalf;
  7854. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7855. var x = ix * segmentWidth - widthHalf;
  7856. // set values to correct vector component
  7857. vector[ u ] = x * udir;
  7858. vector[ v ] = y * vdir;
  7859. vector[ w ] = depthHalf;
  7860. // now apply vector to vertex buffer
  7861. vertices.push( vector.x, vector.y, vector.z );
  7862. // set values to correct vector component
  7863. vector[ u ] = 0;
  7864. vector[ v ] = 0;
  7865. vector[ w ] = depth > 0 ? 1 : - 1;
  7866. // now apply vector to normal buffer
  7867. normals.push( vector.x, vector.y, vector.z );
  7868. // uvs
  7869. uvs.push( ix / gridX );
  7870. uvs.push( 1 - ( iy / gridY ) );
  7871. // counters
  7872. vertexCounter += 1;
  7873. }
  7874. }
  7875. // indices
  7876. // 1. you need three indices to draw a single face
  7877. // 2. a single segment consists of two faces
  7878. // 3. so we need to generate six (2*3) indices per segment
  7879. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7880. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7881. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7882. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7883. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7884. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7885. // faces
  7886. indices.push( a, b, d );
  7887. indices.push( b, c, d );
  7888. // increase counter
  7889. groupCount += 6;
  7890. }
  7891. }
  7892. // add a group to the geometry. this will ensure multi material support
  7893. scope.addGroup( groupStart, groupCount, materialIndex );
  7894. // calculate new start value for groups
  7895. groupStart += groupCount;
  7896. // update total number of vertices
  7897. numberOfVertices += vertexCounter;
  7898. }
  7899. }
  7900. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7901. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7902. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7903. return BoxBufferGeometry;
  7904. }(BufferGeometry));
  7905. /**
  7906. * Uniform Utilities
  7907. */
  7908. function cloneUniforms( src ) {
  7909. var dst = {};
  7910. for ( var u in src ) {
  7911. dst[ u ] = {};
  7912. for ( var p in src[ u ] ) {
  7913. var property = src[ u ][ p ];
  7914. if ( property && ( property.isColor ||
  7915. property.isMatrix3 || property.isMatrix4 ||
  7916. property.isVector2 || property.isVector3 || property.isVector4 ||
  7917. property.isTexture ) ) {
  7918. dst[ u ][ p ] = property.clone();
  7919. } else if ( Array.isArray( property ) ) {
  7920. dst[ u ][ p ] = property.slice();
  7921. } else {
  7922. dst[ u ][ p ] = property;
  7923. }
  7924. }
  7925. }
  7926. return dst;
  7927. }
  7928. function mergeUniforms( uniforms ) {
  7929. var merged = {};
  7930. for ( var u = 0; u < uniforms.length; u ++ ) {
  7931. var tmp = cloneUniforms( uniforms[ u ] );
  7932. for ( var p in tmp ) {
  7933. merged[ p ] = tmp[ p ];
  7934. }
  7935. }
  7936. return merged;
  7937. }
  7938. // Legacy
  7939. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7940. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7941. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7942. /**
  7943. * @author alteredq / http://alteredqualia.com/
  7944. *
  7945. * parameters = {
  7946. * defines: { "label" : "value" },
  7947. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7948. *
  7949. * fragmentShader: <string>,
  7950. * vertexShader: <string>,
  7951. *
  7952. * wireframe: <boolean>,
  7953. * wireframeLinewidth: <float>,
  7954. *
  7955. * lights: <bool>,
  7956. *
  7957. * skinning: <bool>,
  7958. * morphTargets: <bool>,
  7959. * morphNormals: <bool>
  7960. * }
  7961. */
  7962. function ShaderMaterial( parameters ) {
  7963. Material.call( this );
  7964. this.type = 'ShaderMaterial';
  7965. this.defines = {};
  7966. this.uniforms = {};
  7967. this.vertexShader = default_vertex;
  7968. this.fragmentShader = default_fragment;
  7969. this.linewidth = 1;
  7970. this.wireframe = false;
  7971. this.wireframeLinewidth = 1;
  7972. this.fog = false; // set to use scene fog
  7973. this.lights = false; // set to use scene lights
  7974. this.clipping = false; // set to use user-defined clipping planes
  7975. this.skinning = false; // set to use skinning attribute streams
  7976. this.morphTargets = false; // set to use morph targets
  7977. this.morphNormals = false; // set to use morph normals
  7978. this.extensions = {
  7979. derivatives: false, // set to use derivatives
  7980. fragDepth: false, // set to use fragment depth values
  7981. drawBuffers: false, // set to use draw buffers
  7982. shaderTextureLOD: false // set to use shader texture LOD
  7983. };
  7984. // When rendered geometry doesn't include these attributes but the material does,
  7985. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7986. this.defaultAttributeValues = {
  7987. 'color': [ 1, 1, 1 ],
  7988. 'uv': [ 0, 0 ],
  7989. 'uv2': [ 0, 0 ]
  7990. };
  7991. this.index0AttributeName = undefined;
  7992. this.uniformsNeedUpdate = false;
  7993. if ( parameters !== undefined ) {
  7994. if ( parameters.attributes !== undefined ) {
  7995. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7996. }
  7997. this.setValues( parameters );
  7998. }
  7999. }
  8000. ShaderMaterial.prototype = Object.create( Material.prototype );
  8001. ShaderMaterial.prototype.constructor = ShaderMaterial;
  8002. ShaderMaterial.prototype.isShaderMaterial = true;
  8003. ShaderMaterial.prototype.copy = function ( source ) {
  8004. Material.prototype.copy.call( this, source );
  8005. this.fragmentShader = source.fragmentShader;
  8006. this.vertexShader = source.vertexShader;
  8007. this.uniforms = cloneUniforms( source.uniforms );
  8008. this.defines = Object.assign( {}, source.defines );
  8009. this.wireframe = source.wireframe;
  8010. this.wireframeLinewidth = source.wireframeLinewidth;
  8011. this.lights = source.lights;
  8012. this.clipping = source.clipping;
  8013. this.skinning = source.skinning;
  8014. this.morphTargets = source.morphTargets;
  8015. this.morphNormals = source.morphNormals;
  8016. this.extensions = Object.assign( {}, source.extensions );
  8017. return this;
  8018. };
  8019. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8020. var data = Material.prototype.toJSON.call( this, meta );
  8021. data.uniforms = {};
  8022. for ( var name in this.uniforms ) {
  8023. var uniform = this.uniforms[ name ];
  8024. var value = uniform.value;
  8025. if ( value && value.isTexture ) {
  8026. data.uniforms[ name ] = {
  8027. type: 't',
  8028. value: value.toJSON( meta ).uuid
  8029. };
  8030. } else if ( value && value.isColor ) {
  8031. data.uniforms[ name ] = {
  8032. type: 'c',
  8033. value: value.getHex()
  8034. };
  8035. } else if ( value && value.isVector2 ) {
  8036. data.uniforms[ name ] = {
  8037. type: 'v2',
  8038. value: value.toArray()
  8039. };
  8040. } else if ( value && value.isVector3 ) {
  8041. data.uniforms[ name ] = {
  8042. type: 'v3',
  8043. value: value.toArray()
  8044. };
  8045. } else if ( value && value.isVector4 ) {
  8046. data.uniforms[ name ] = {
  8047. type: 'v4',
  8048. value: value.toArray()
  8049. };
  8050. } else if ( value && value.isMatrix3 ) {
  8051. data.uniforms[ name ] = {
  8052. type: 'm3',
  8053. value: value.toArray()
  8054. };
  8055. } else if ( value && value.isMatrix4 ) {
  8056. data.uniforms[ name ] = {
  8057. type: 'm4',
  8058. value: value.toArray()
  8059. };
  8060. } else {
  8061. data.uniforms[ name ] = {
  8062. value: value
  8063. };
  8064. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8065. }
  8066. }
  8067. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8068. data.vertexShader = this.vertexShader;
  8069. data.fragmentShader = this.fragmentShader;
  8070. var extensions = {};
  8071. for ( var key in this.extensions ) {
  8072. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8073. }
  8074. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8075. return data;
  8076. };
  8077. /**
  8078. * @author mrdoob / http://mrdoob.com/
  8079. * @author mikael emtinger / http://gomo.se/
  8080. * @author WestLangley / http://github.com/WestLangley
  8081. */
  8082. function Camera() {
  8083. Object3D.call( this );
  8084. this.type = 'Camera';
  8085. this.matrixWorldInverse = new Matrix4();
  8086. this.projectionMatrix = new Matrix4();
  8087. this.projectionMatrixInverse = new Matrix4();
  8088. }
  8089. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8090. constructor: Camera,
  8091. isCamera: true,
  8092. copy: function ( source, recursive ) {
  8093. Object3D.prototype.copy.call( this, source, recursive );
  8094. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8095. this.projectionMatrix.copy( source.projectionMatrix );
  8096. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8097. return this;
  8098. },
  8099. getWorldDirection: function ( target ) {
  8100. if ( target === undefined ) {
  8101. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8102. target = new Vector3();
  8103. }
  8104. this.updateMatrixWorld( true );
  8105. var e = this.matrixWorld.elements;
  8106. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8107. },
  8108. updateMatrixWorld: function ( force ) {
  8109. Object3D.prototype.updateMatrixWorld.call( this, force );
  8110. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8111. },
  8112. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8113. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8114. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8115. },
  8116. clone: function () {
  8117. return new this.constructor().copy( this );
  8118. }
  8119. } );
  8120. /**
  8121. * @author mrdoob / http://mrdoob.com/
  8122. * @author greggman / http://games.greggman.com/
  8123. * @author zz85 / http://www.lab4games.net/zz85/blog
  8124. * @author tschw
  8125. */
  8126. function PerspectiveCamera( fov, aspect, near, far ) {
  8127. Camera.call( this );
  8128. this.type = 'PerspectiveCamera';
  8129. this.fov = fov !== undefined ? fov : 50;
  8130. this.zoom = 1;
  8131. this.near = near !== undefined ? near : 0.1;
  8132. this.far = far !== undefined ? far : 2000;
  8133. this.focus = 10;
  8134. this.aspect = aspect !== undefined ? aspect : 1;
  8135. this.view = null;
  8136. this.filmGauge = 35; // width of the film (default in millimeters)
  8137. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8138. this.updateProjectionMatrix();
  8139. }
  8140. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8141. constructor: PerspectiveCamera,
  8142. isPerspectiveCamera: true,
  8143. copy: function ( source, recursive ) {
  8144. Camera.prototype.copy.call( this, source, recursive );
  8145. this.fov = source.fov;
  8146. this.zoom = source.zoom;
  8147. this.near = source.near;
  8148. this.far = source.far;
  8149. this.focus = source.focus;
  8150. this.aspect = source.aspect;
  8151. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8152. this.filmGauge = source.filmGauge;
  8153. this.filmOffset = source.filmOffset;
  8154. return this;
  8155. },
  8156. /**
  8157. * Sets the FOV by focal length in respect to the current .filmGauge.
  8158. *
  8159. * The default film gauge is 35, so that the focal length can be specified for
  8160. * a 35mm (full frame) camera.
  8161. *
  8162. * Values for focal length and film gauge must have the same unit.
  8163. */
  8164. setFocalLength: function ( focalLength ) {
  8165. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8166. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8167. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8168. this.updateProjectionMatrix();
  8169. },
  8170. /**
  8171. * Calculates the focal length from the current .fov and .filmGauge.
  8172. */
  8173. getFocalLength: function () {
  8174. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8175. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8176. },
  8177. getEffectiveFOV: function () {
  8178. return MathUtils.RAD2DEG * 2 * Math.atan(
  8179. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8180. },
  8181. getFilmWidth: function () {
  8182. // film not completely covered in portrait format (aspect < 1)
  8183. return this.filmGauge * Math.min( this.aspect, 1 );
  8184. },
  8185. getFilmHeight: function () {
  8186. // film not completely covered in landscape format (aspect > 1)
  8187. return this.filmGauge / Math.max( this.aspect, 1 );
  8188. },
  8189. /**
  8190. * Sets an offset in a larger frustum. This is useful for multi-window or
  8191. * multi-monitor/multi-machine setups.
  8192. *
  8193. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8194. * the monitors are in grid like this
  8195. *
  8196. * +---+---+---+
  8197. * | A | B | C |
  8198. * +---+---+---+
  8199. * | D | E | F |
  8200. * +---+---+---+
  8201. *
  8202. * then for each monitor you would call it like this
  8203. *
  8204. * const w = 1920;
  8205. * const h = 1080;
  8206. * const fullWidth = w * 3;
  8207. * const fullHeight = h * 2;
  8208. *
  8209. * --A--
  8210. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8211. * --B--
  8212. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8213. * --C--
  8214. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8215. * --D--
  8216. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8217. * --E--
  8218. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8219. * --F--
  8220. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8221. *
  8222. * Note there is no reason monitors have to be the same size or in a grid.
  8223. */
  8224. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8225. this.aspect = fullWidth / fullHeight;
  8226. if ( this.view === null ) {
  8227. this.view = {
  8228. enabled: true,
  8229. fullWidth: 1,
  8230. fullHeight: 1,
  8231. offsetX: 0,
  8232. offsetY: 0,
  8233. width: 1,
  8234. height: 1
  8235. };
  8236. }
  8237. this.view.enabled = true;
  8238. this.view.fullWidth = fullWidth;
  8239. this.view.fullHeight = fullHeight;
  8240. this.view.offsetX = x;
  8241. this.view.offsetY = y;
  8242. this.view.width = width;
  8243. this.view.height = height;
  8244. this.updateProjectionMatrix();
  8245. },
  8246. clearViewOffset: function () {
  8247. if ( this.view !== null ) {
  8248. this.view.enabled = false;
  8249. }
  8250. this.updateProjectionMatrix();
  8251. },
  8252. updateProjectionMatrix: function () {
  8253. var near = this.near,
  8254. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8255. height = 2 * top,
  8256. width = this.aspect * height,
  8257. left = - 0.5 * width,
  8258. view = this.view;
  8259. if ( this.view !== null && this.view.enabled ) {
  8260. var fullWidth = view.fullWidth,
  8261. fullHeight = view.fullHeight;
  8262. left += view.offsetX * width / fullWidth;
  8263. top -= view.offsetY * height / fullHeight;
  8264. width *= view.width / fullWidth;
  8265. height *= view.height / fullHeight;
  8266. }
  8267. var skew = this.filmOffset;
  8268. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8269. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8270. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8271. },
  8272. toJSON: function ( meta ) {
  8273. var data = Object3D.prototype.toJSON.call( this, meta );
  8274. data.object.fov = this.fov;
  8275. data.object.zoom = this.zoom;
  8276. data.object.near = this.near;
  8277. data.object.far = this.far;
  8278. data.object.focus = this.focus;
  8279. data.object.aspect = this.aspect;
  8280. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8281. data.object.filmGauge = this.filmGauge;
  8282. data.object.filmOffset = this.filmOffset;
  8283. return data;
  8284. }
  8285. } );
  8286. /**
  8287. * Camera for rendering cube maps
  8288. * - renders scene into axis-aligned cube
  8289. *
  8290. * @author alteredq / http://alteredqualia.com/
  8291. */
  8292. var fov = 90, aspect = 1;
  8293. function CubeCamera( near, far, renderTarget ) {
  8294. Object3D.call( this );
  8295. this.type = 'CubeCamera';
  8296. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8297. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8298. return;
  8299. }
  8300. this.renderTarget = renderTarget;
  8301. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8302. cameraPX.layers = this.layers;
  8303. cameraPX.up.set( 0, - 1, 0 );
  8304. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8305. this.add( cameraPX );
  8306. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8307. cameraNX.layers = this.layers;
  8308. cameraNX.up.set( 0, - 1, 0 );
  8309. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8310. this.add( cameraNX );
  8311. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8312. cameraPY.layers = this.layers;
  8313. cameraPY.up.set( 0, 0, 1 );
  8314. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8315. this.add( cameraPY );
  8316. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8317. cameraNY.layers = this.layers;
  8318. cameraNY.up.set( 0, 0, - 1 );
  8319. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8320. this.add( cameraNY );
  8321. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8322. cameraPZ.layers = this.layers;
  8323. cameraPZ.up.set( 0, - 1, 0 );
  8324. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8325. this.add( cameraPZ );
  8326. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8327. cameraNZ.layers = this.layers;
  8328. cameraNZ.up.set( 0, - 1, 0 );
  8329. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8330. this.add( cameraNZ );
  8331. this.update = function ( renderer, scene ) {
  8332. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8333. var currentXrEnabled = renderer.xr.enabled;
  8334. var currentRenderTarget = renderer.getRenderTarget();
  8335. renderer.xr.enabled = false;
  8336. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8337. renderTarget.texture.generateMipmaps = false;
  8338. renderer.setRenderTarget( renderTarget, 0 );
  8339. renderer.render( scene, cameraPX );
  8340. renderer.setRenderTarget( renderTarget, 1 );
  8341. renderer.render( scene, cameraNX );
  8342. renderer.setRenderTarget( renderTarget, 2 );
  8343. renderer.render( scene, cameraPY );
  8344. renderer.setRenderTarget( renderTarget, 3 );
  8345. renderer.render( scene, cameraNY );
  8346. renderer.setRenderTarget( renderTarget, 4 );
  8347. renderer.render( scene, cameraPZ );
  8348. renderTarget.texture.generateMipmaps = generateMipmaps;
  8349. renderer.setRenderTarget( renderTarget, 5 );
  8350. renderer.render( scene, cameraNZ );
  8351. renderer.setRenderTarget( currentRenderTarget );
  8352. renderer.xr.enabled = currentXrEnabled;
  8353. };
  8354. this.clear = function ( renderer, color, depth, stencil ) {
  8355. var currentRenderTarget = renderer.getRenderTarget();
  8356. for ( var i = 0; i < 6; i ++ ) {
  8357. renderer.setRenderTarget( renderTarget, i );
  8358. renderer.clear( color, depth, stencil );
  8359. }
  8360. renderer.setRenderTarget( currentRenderTarget );
  8361. };
  8362. }
  8363. CubeCamera.prototype = Object.create( Object3D.prototype );
  8364. CubeCamera.prototype.constructor = CubeCamera;
  8365. /**
  8366. * @author alteredq / http://alteredqualia.com
  8367. * @author WestLangley / http://github.com/WestLangley
  8368. */
  8369. function WebGLCubeRenderTarget( size, options, dummy ) {
  8370. if ( Number.isInteger( options ) ) {
  8371. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8372. options = dummy;
  8373. }
  8374. WebGLRenderTarget.call( this, size, size, options );
  8375. }
  8376. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8377. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8378. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8379. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8380. this.texture.type = texture.type;
  8381. this.texture.format = texture.format;
  8382. this.texture.encoding = texture.encoding;
  8383. var scene = new Scene();
  8384. var shader = {
  8385. uniforms: {
  8386. tEquirect: { value: null },
  8387. },
  8388. vertexShader: [
  8389. "varying vec3 vWorldDirection;",
  8390. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8391. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8392. "}",
  8393. "void main() {",
  8394. " vWorldDirection = transformDirection( position, modelMatrix );",
  8395. " #include <begin_vertex>",
  8396. " #include <project_vertex>",
  8397. "}"
  8398. ].join( '\n' ),
  8399. fragmentShader: [
  8400. "uniform sampler2D tEquirect;",
  8401. "varying vec3 vWorldDirection;",
  8402. "#include <common>",
  8403. "void main() {",
  8404. " vec3 direction = normalize( vWorldDirection );",
  8405. " vec2 sampleUV = equirectUv( direction );",
  8406. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8407. "}"
  8408. ].join( '\n' ),
  8409. };
  8410. var material = new ShaderMaterial( {
  8411. name: 'CubemapFromEquirect',
  8412. uniforms: cloneUniforms( shader.uniforms ),
  8413. vertexShader: shader.vertexShader,
  8414. fragmentShader: shader.fragmentShader,
  8415. side: BackSide,
  8416. blending: NoBlending
  8417. } );
  8418. material.uniforms.tEquirect.value = texture;
  8419. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8420. scene.add( mesh );
  8421. var camera = new CubeCamera( 1, 10, this );
  8422. camera.update( renderer, scene );
  8423. mesh.geometry.dispose();
  8424. mesh.material.dispose();
  8425. return this;
  8426. };
  8427. /**
  8428. * @author alteredq / http://alteredqualia.com/
  8429. */
  8430. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8431. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8432. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8433. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8434. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8435. this.generateMipmaps = false;
  8436. this.flipY = false;
  8437. this.unpackAlignment = 1;
  8438. this.needsUpdate = true;
  8439. }
  8440. DataTexture.prototype = Object.create( Texture.prototype );
  8441. DataTexture.prototype.constructor = DataTexture;
  8442. DataTexture.prototype.isDataTexture = true;
  8443. /**
  8444. * @author mrdoob / http://mrdoob.com/
  8445. * @author alteredq / http://alteredqualia.com/
  8446. * @author bhouston / http://clara.io
  8447. */
  8448. var _sphere$1 = new Sphere();
  8449. var _vector$5 = new Vector3();
  8450. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8451. this.planes = [
  8452. ( p0 !== undefined ) ? p0 : new Plane(),
  8453. ( p1 !== undefined ) ? p1 : new Plane(),
  8454. ( p2 !== undefined ) ? p2 : new Plane(),
  8455. ( p3 !== undefined ) ? p3 : new Plane(),
  8456. ( p4 !== undefined ) ? p4 : new Plane(),
  8457. ( p5 !== undefined ) ? p5 : new Plane()
  8458. ];
  8459. }
  8460. Object.assign( Frustum.prototype, {
  8461. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8462. var planes = this.planes;
  8463. planes[ 0 ].copy( p0 );
  8464. planes[ 1 ].copy( p1 );
  8465. planes[ 2 ].copy( p2 );
  8466. planes[ 3 ].copy( p3 );
  8467. planes[ 4 ].copy( p4 );
  8468. planes[ 5 ].copy( p5 );
  8469. return this;
  8470. },
  8471. clone: function () {
  8472. return new this.constructor().copy( this );
  8473. },
  8474. copy: function ( frustum ) {
  8475. var planes = this.planes;
  8476. for ( var i = 0; i < 6; i ++ ) {
  8477. planes[ i ].copy( frustum.planes[ i ] );
  8478. }
  8479. return this;
  8480. },
  8481. setFromProjectionMatrix: function ( m ) {
  8482. var planes = this.planes;
  8483. var me = m.elements;
  8484. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8485. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8486. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8487. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8488. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8489. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8490. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8491. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8492. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8493. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8494. return this;
  8495. },
  8496. intersectsObject: function ( object ) {
  8497. var geometry = object.geometry;
  8498. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8499. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8500. return this.intersectsSphere( _sphere$1 );
  8501. },
  8502. intersectsSprite: function ( sprite ) {
  8503. _sphere$1.center.set( 0, 0, 0 );
  8504. _sphere$1.radius = 0.7071067811865476;
  8505. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8506. return this.intersectsSphere( _sphere$1 );
  8507. },
  8508. intersectsSphere: function ( sphere ) {
  8509. var planes = this.planes;
  8510. var center = sphere.center;
  8511. var negRadius = - sphere.radius;
  8512. for ( var i = 0; i < 6; i ++ ) {
  8513. var distance = planes[ i ].distanceToPoint( center );
  8514. if ( distance < negRadius ) {
  8515. return false;
  8516. }
  8517. }
  8518. return true;
  8519. },
  8520. intersectsBox: function ( box ) {
  8521. var planes = this.planes;
  8522. for ( var i = 0; i < 6; i ++ ) {
  8523. var plane = planes[ i ];
  8524. // corner at max distance
  8525. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8526. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8527. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8528. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8529. return false;
  8530. }
  8531. }
  8532. return true;
  8533. },
  8534. containsPoint: function ( point ) {
  8535. var planes = this.planes;
  8536. for ( var i = 0; i < 6; i ++ ) {
  8537. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8538. return false;
  8539. }
  8540. }
  8541. return true;
  8542. }
  8543. } );
  8544. /**
  8545. * Uniforms library for shared webgl shaders
  8546. */
  8547. var UniformsLib = {
  8548. common: {
  8549. diffuse: { value: new Color( 0xeeeeee ) },
  8550. opacity: { value: 1.0 },
  8551. map: { value: null },
  8552. uvTransform: { value: new Matrix3() },
  8553. uv2Transform: { value: new Matrix3() },
  8554. alphaMap: { value: null },
  8555. },
  8556. specularmap: {
  8557. specularMap: { value: null },
  8558. },
  8559. envmap: {
  8560. envMap: { value: null },
  8561. flipEnvMap: { value: - 1 },
  8562. reflectivity: { value: 1.0 },
  8563. refractionRatio: { value: 0.98 },
  8564. maxMipLevel: { value: 0 }
  8565. },
  8566. aomap: {
  8567. aoMap: { value: null },
  8568. aoMapIntensity: { value: 1 }
  8569. },
  8570. lightmap: {
  8571. lightMap: { value: null },
  8572. lightMapIntensity: { value: 1 }
  8573. },
  8574. emissivemap: {
  8575. emissiveMap: { value: null }
  8576. },
  8577. bumpmap: {
  8578. bumpMap: { value: null },
  8579. bumpScale: { value: 1 }
  8580. },
  8581. normalmap: {
  8582. normalMap: { value: null },
  8583. normalScale: { value: new Vector2( 1, 1 ) }
  8584. },
  8585. displacementmap: {
  8586. displacementMap: { value: null },
  8587. displacementScale: { value: 1 },
  8588. displacementBias: { value: 0 }
  8589. },
  8590. roughnessmap: {
  8591. roughnessMap: { value: null }
  8592. },
  8593. metalnessmap: {
  8594. metalnessMap: { value: null }
  8595. },
  8596. gradientmap: {
  8597. gradientMap: { value: null }
  8598. },
  8599. fog: {
  8600. fogDensity: { value: 0.00025 },
  8601. fogNear: { value: 1 },
  8602. fogFar: { value: 2000 },
  8603. fogColor: { value: new Color( 0xffffff ) }
  8604. },
  8605. lights: {
  8606. ambientLightColor: { value: [] },
  8607. lightProbe: { value: [] },
  8608. directionalLights: { value: [], properties: {
  8609. direction: {},
  8610. color: {}
  8611. } },
  8612. directionalLightShadows: { value: [], properties: {
  8613. shadowBias: {},
  8614. shadowNormalOffset: {},
  8615. shadowRadius: {},
  8616. shadowMapSize: {}
  8617. } },
  8618. directionalShadowMap: { value: [] },
  8619. directionalShadowMatrix: { value: [] },
  8620. spotLights: { value: [], properties: {
  8621. color: {},
  8622. position: {},
  8623. direction: {},
  8624. distance: {},
  8625. coneCos: {},
  8626. penumbraCos: {},
  8627. decay: {}
  8628. } },
  8629. spotLightShadows: { value: [], properties: {
  8630. shadowBias: {},
  8631. shadowNormalOffset: {},
  8632. shadowRadius: {},
  8633. shadowMapSize: {}
  8634. } },
  8635. spotShadowMap: { value: [] },
  8636. spotShadowMatrix: { value: [] },
  8637. pointLights: { value: [], properties: {
  8638. color: {},
  8639. position: {},
  8640. decay: {},
  8641. distance: {}
  8642. } },
  8643. pointLightShadows: { value: [], properties: {
  8644. shadowBias: {},
  8645. shadowNormalOffset: {},
  8646. shadowRadius: {},
  8647. shadowMapSize: {},
  8648. shadowCameraNear: {},
  8649. shadowCameraFar: {}
  8650. } },
  8651. pointShadowMap: { value: [] },
  8652. pointShadowMatrix: { value: [] },
  8653. hemisphereLights: { value: [], properties: {
  8654. direction: {},
  8655. skyColor: {},
  8656. groundColor: {}
  8657. } },
  8658. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8659. rectAreaLights: { value: [], properties: {
  8660. color: {},
  8661. position: {},
  8662. width: {},
  8663. height: {}
  8664. } }
  8665. },
  8666. points: {
  8667. diffuse: { value: new Color( 0xeeeeee ) },
  8668. opacity: { value: 1.0 },
  8669. size: { value: 1.0 },
  8670. scale: { value: 1.0 },
  8671. map: { value: null },
  8672. alphaMap: { value: null },
  8673. uvTransform: { value: new Matrix3() }
  8674. },
  8675. sprite: {
  8676. diffuse: { value: new Color( 0xeeeeee ) },
  8677. opacity: { value: 1.0 },
  8678. center: { value: new Vector2( 0.5, 0.5 ) },
  8679. rotation: { value: 0.0 },
  8680. map: { value: null },
  8681. alphaMap: { value: null },
  8682. uvTransform: { value: new Matrix3() }
  8683. }
  8684. };
  8685. /**
  8686. * @author mrdoob / http://mrdoob.com/
  8687. */
  8688. function WebGLAnimation() {
  8689. var context = null;
  8690. var isAnimating = false;
  8691. var animationLoop = null;
  8692. function onAnimationFrame( time, frame ) {
  8693. if ( isAnimating === false ) { return; }
  8694. animationLoop( time, frame );
  8695. context.requestAnimationFrame( onAnimationFrame );
  8696. }
  8697. return {
  8698. start: function () {
  8699. if ( isAnimating === true ) { return; }
  8700. if ( animationLoop === null ) { return; }
  8701. context.requestAnimationFrame( onAnimationFrame );
  8702. isAnimating = true;
  8703. },
  8704. stop: function () {
  8705. isAnimating = false;
  8706. },
  8707. setAnimationLoop: function ( callback ) {
  8708. animationLoop = callback;
  8709. },
  8710. setContext: function ( value ) {
  8711. context = value;
  8712. }
  8713. };
  8714. }
  8715. /**
  8716. * @author mrdoob / http://mrdoob.com/
  8717. */
  8718. function WebGLAttributes( gl, capabilities ) {
  8719. var isWebGL2 = capabilities.isWebGL2;
  8720. var buffers = new WeakMap();
  8721. function createBuffer( attribute, bufferType ) {
  8722. var array = attribute.array;
  8723. var usage = attribute.usage;
  8724. var buffer = gl.createBuffer();
  8725. gl.bindBuffer( bufferType, buffer );
  8726. gl.bufferData( bufferType, array, usage );
  8727. attribute.onUploadCallback();
  8728. var type = 5126;
  8729. if ( array instanceof Float32Array ) {
  8730. type = 5126;
  8731. } else if ( array instanceof Float64Array ) {
  8732. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8733. } else if ( array instanceof Uint16Array ) {
  8734. type = 5123;
  8735. } else if ( array instanceof Int16Array ) {
  8736. type = 5122;
  8737. } else if ( array instanceof Uint32Array ) {
  8738. type = 5125;
  8739. } else if ( array instanceof Int32Array ) {
  8740. type = 5124;
  8741. } else if ( array instanceof Int8Array ) {
  8742. type = 5120;
  8743. } else if ( array instanceof Uint8Array ) {
  8744. type = 5121;
  8745. }
  8746. return {
  8747. buffer: buffer,
  8748. type: type,
  8749. bytesPerElement: array.BYTES_PER_ELEMENT,
  8750. version: attribute.version
  8751. };
  8752. }
  8753. function updateBuffer( buffer, attribute, bufferType ) {
  8754. var array = attribute.array;
  8755. var updateRange = attribute.updateRange;
  8756. gl.bindBuffer( bufferType, buffer );
  8757. if ( updateRange.count === - 1 ) {
  8758. // Not using update ranges
  8759. gl.bufferSubData( bufferType, 0, array );
  8760. } else {
  8761. if ( isWebGL2 ) {
  8762. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8763. array, updateRange.offset, updateRange.count );
  8764. } else {
  8765. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8766. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8767. }
  8768. updateRange.count = - 1; // reset range
  8769. }
  8770. }
  8771. //
  8772. function get( attribute ) {
  8773. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8774. return buffers.get( attribute );
  8775. }
  8776. function remove( attribute ) {
  8777. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8778. var data = buffers.get( attribute );
  8779. if ( data ) {
  8780. gl.deleteBuffer( data.buffer );
  8781. buffers.delete( attribute );
  8782. }
  8783. }
  8784. function update( attribute, bufferType ) {
  8785. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8786. var data = buffers.get( attribute );
  8787. if ( data === undefined ) {
  8788. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8789. } else if ( data.version < attribute.version ) {
  8790. updateBuffer( data.buffer, attribute, bufferType );
  8791. data.version = attribute.version;
  8792. }
  8793. }
  8794. return {
  8795. get: get,
  8796. remove: remove,
  8797. update: update
  8798. };
  8799. }
  8800. /**
  8801. * @author mrdoob / http://mrdoob.com/
  8802. * @author Mugen87 / https://github.com/Mugen87
  8803. */
  8804. // PlaneGeometry
  8805. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8806. Geometry.call( this );
  8807. this.type = 'PlaneGeometry';
  8808. this.parameters = {
  8809. width: width,
  8810. height: height,
  8811. widthSegments: widthSegments,
  8812. heightSegments: heightSegments
  8813. };
  8814. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8815. this.mergeVertices();
  8816. }
  8817. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8818. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8819. // PlaneBufferGeometry
  8820. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8821. BufferGeometry.call( this );
  8822. this.type = 'PlaneBufferGeometry';
  8823. this.parameters = {
  8824. width: width,
  8825. height: height,
  8826. widthSegments: widthSegments,
  8827. heightSegments: heightSegments
  8828. };
  8829. width = width || 1;
  8830. height = height || 1;
  8831. var width_half = width / 2;
  8832. var height_half = height / 2;
  8833. var gridX = Math.floor( widthSegments ) || 1;
  8834. var gridY = Math.floor( heightSegments ) || 1;
  8835. var gridX1 = gridX + 1;
  8836. var gridY1 = gridY + 1;
  8837. var segment_width = width / gridX;
  8838. var segment_height = height / gridY;
  8839. // buffers
  8840. var indices = [];
  8841. var vertices = [];
  8842. var normals = [];
  8843. var uvs = [];
  8844. // generate vertices, normals and uvs
  8845. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8846. var y = iy * segment_height - height_half;
  8847. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8848. var x = ix * segment_width - width_half;
  8849. vertices.push( x, - y, 0 );
  8850. normals.push( 0, 0, 1 );
  8851. uvs.push( ix / gridX );
  8852. uvs.push( 1 - ( iy / gridY ) );
  8853. }
  8854. }
  8855. // indices
  8856. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8857. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8858. var a = ix$1 + gridX1 * iy$1;
  8859. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8860. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8861. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8862. // faces
  8863. indices.push( a, b, d );
  8864. indices.push( b, c, d );
  8865. }
  8866. }
  8867. // build geometry
  8868. this.setIndex( indices );
  8869. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8870. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8871. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8872. }
  8873. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8874. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8875. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8876. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8877. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8878. 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";
  8879. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8880. var begin_vertex = "vec3 transformed = vec3( position );";
  8881. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8882. 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";
  8883. 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";
  8884. 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";
  8885. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8886. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8887. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8888. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8889. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8890. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8891. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8892. 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}";
  8893. 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";
  8894. 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";
  8895. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8896. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8897. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8898. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8899. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8900. 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}";
  8901. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8902. 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";
  8903. 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";
  8904. 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";
  8905. 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";
  8906. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8907. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8908. 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";
  8909. 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";
  8910. 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}";
  8911. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8912. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8913. 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";
  8914. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8915. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8916. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8917. 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)";
  8918. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8919. 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)";
  8920. 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";
  8921. 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}";
  8922. 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";
  8923. 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";
  8924. 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";
  8925. 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";
  8926. 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";
  8927. 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";
  8928. 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";
  8929. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8930. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8931. 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";
  8932. 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";
  8933. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8934. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8935. 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";
  8936. 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";
  8937. 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";
  8938. 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;";
  8939. 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";
  8940. 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";
  8941. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8942. 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";
  8943. 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";
  8944. 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}";
  8945. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8946. 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;";
  8947. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8948. 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";
  8949. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8950. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8951. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalOffset;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalOffset;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalOffset;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8952. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalOffset;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalOffset;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalOffset;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8953. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalOffset, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalOffset, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalOffset, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8954. 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}";
  8955. 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";
  8956. 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";
  8957. 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";
  8958. 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";
  8959. 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";
  8960. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8961. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8962. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}";
  8963. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8964. 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";
  8965. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8966. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8967. 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";
  8968. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8969. 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";
  8970. 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}";
  8971. 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}";
  8972. 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}";
  8973. 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}";
  8974. 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}";
  8975. 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}";
  8976. 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}";
  8977. 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}";
  8978. 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}";
  8979. 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}";
  8980. 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}";
  8981. 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}";
  8982. 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}";
  8983. 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}";
  8984. 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}";
  8985. 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}";
  8986. 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}";
  8987. 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}";
  8988. 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}";
  8989. 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}";
  8990. 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}";
  8991. 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}";
  8992. 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}";
  8993. 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}";
  8994. 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}";
  8995. 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}";
  8996. 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}";
  8997. 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}";
  8998. 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}";
  8999. 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 <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  9000. 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}";
  9001. 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}";
  9002. var ShaderChunk = {
  9003. alphamap_fragment: alphamap_fragment,
  9004. alphamap_pars_fragment: alphamap_pars_fragment,
  9005. alphatest_fragment: alphatest_fragment,
  9006. aomap_fragment: aomap_fragment,
  9007. aomap_pars_fragment: aomap_pars_fragment,
  9008. begin_vertex: begin_vertex,
  9009. beginnormal_vertex: beginnormal_vertex,
  9010. bsdfs: bsdfs,
  9011. bumpmap_pars_fragment: bumpmap_pars_fragment,
  9012. clipping_planes_fragment: clipping_planes_fragment,
  9013. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  9014. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  9015. clipping_planes_vertex: clipping_planes_vertex,
  9016. color_fragment: color_fragment,
  9017. color_pars_fragment: color_pars_fragment,
  9018. color_pars_vertex: color_pars_vertex,
  9019. color_vertex: color_vertex,
  9020. common: common,
  9021. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9022. defaultnormal_vertex: defaultnormal_vertex,
  9023. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9024. displacementmap_vertex: displacementmap_vertex,
  9025. emissivemap_fragment: emissivemap_fragment,
  9026. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9027. encodings_fragment: encodings_fragment,
  9028. encodings_pars_fragment: encodings_pars_fragment,
  9029. envmap_fragment: envmap_fragment,
  9030. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9031. envmap_pars_fragment: envmap_pars_fragment,
  9032. envmap_pars_vertex: envmap_pars_vertex,
  9033. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9034. envmap_vertex: envmap_vertex,
  9035. fog_vertex: fog_vertex,
  9036. fog_pars_vertex: fog_pars_vertex,
  9037. fog_fragment: fog_fragment,
  9038. fog_pars_fragment: fog_pars_fragment,
  9039. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9040. lightmap_fragment: lightmap_fragment,
  9041. lightmap_pars_fragment: lightmap_pars_fragment,
  9042. lights_lambert_vertex: lights_lambert_vertex,
  9043. lights_pars_begin: lights_pars_begin,
  9044. lights_toon_fragment: lights_toon_fragment,
  9045. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9046. lights_phong_fragment: lights_phong_fragment,
  9047. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9048. lights_physical_fragment: lights_physical_fragment,
  9049. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9050. lights_fragment_begin: lights_fragment_begin,
  9051. lights_fragment_maps: lights_fragment_maps,
  9052. lights_fragment_end: lights_fragment_end,
  9053. logdepthbuf_fragment: logdepthbuf_fragment,
  9054. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9055. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9056. logdepthbuf_vertex: logdepthbuf_vertex,
  9057. map_fragment: map_fragment,
  9058. map_pars_fragment: map_pars_fragment,
  9059. map_particle_fragment: map_particle_fragment,
  9060. map_particle_pars_fragment: map_particle_pars_fragment,
  9061. metalnessmap_fragment: metalnessmap_fragment,
  9062. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9063. morphnormal_vertex: morphnormal_vertex,
  9064. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9065. morphtarget_vertex: morphtarget_vertex,
  9066. normal_fragment_begin: normal_fragment_begin,
  9067. normal_fragment_maps: normal_fragment_maps,
  9068. normalmap_pars_fragment: normalmap_pars_fragment,
  9069. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9070. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9071. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9072. packing: packing,
  9073. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9074. project_vertex: project_vertex,
  9075. dithering_fragment: dithering_fragment,
  9076. dithering_pars_fragment: dithering_pars_fragment,
  9077. roughnessmap_fragment: roughnessmap_fragment,
  9078. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9079. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9080. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9081. shadowmap_vertex: shadowmap_vertex,
  9082. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9083. skinbase_vertex: skinbase_vertex,
  9084. skinning_pars_vertex: skinning_pars_vertex,
  9085. skinning_vertex: skinning_vertex,
  9086. skinnormal_vertex: skinnormal_vertex,
  9087. specularmap_fragment: specularmap_fragment,
  9088. specularmap_pars_fragment: specularmap_pars_fragment,
  9089. tonemapping_fragment: tonemapping_fragment,
  9090. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9091. uv_pars_fragment: uv_pars_fragment,
  9092. uv_pars_vertex: uv_pars_vertex,
  9093. uv_vertex: uv_vertex,
  9094. uv2_pars_fragment: uv2_pars_fragment,
  9095. uv2_pars_vertex: uv2_pars_vertex,
  9096. uv2_vertex: uv2_vertex,
  9097. worldpos_vertex: worldpos_vertex,
  9098. background_frag: background_frag,
  9099. background_vert: background_vert,
  9100. cube_frag: cube_frag,
  9101. cube_vert: cube_vert,
  9102. depth_frag: depth_frag,
  9103. depth_vert: depth_vert,
  9104. distanceRGBA_frag: distanceRGBA_frag,
  9105. distanceRGBA_vert: distanceRGBA_vert,
  9106. equirect_frag: equirect_frag,
  9107. equirect_vert: equirect_vert,
  9108. linedashed_frag: linedashed_frag,
  9109. linedashed_vert: linedashed_vert,
  9110. meshbasic_frag: meshbasic_frag,
  9111. meshbasic_vert: meshbasic_vert,
  9112. meshlambert_frag: meshlambert_frag,
  9113. meshlambert_vert: meshlambert_vert,
  9114. meshmatcap_frag: meshmatcap_frag,
  9115. meshmatcap_vert: meshmatcap_vert,
  9116. meshtoon_frag: meshtoon_frag,
  9117. meshtoon_vert: meshtoon_vert,
  9118. meshphong_frag: meshphong_frag,
  9119. meshphong_vert: meshphong_vert,
  9120. meshphysical_frag: meshphysical_frag,
  9121. meshphysical_vert: meshphysical_vert,
  9122. normal_frag: normal_frag,
  9123. normal_vert: normal_vert,
  9124. points_frag: points_frag,
  9125. points_vert: points_vert,
  9126. shadow_frag: shadow_frag,
  9127. shadow_vert: shadow_vert,
  9128. sprite_frag: sprite_frag,
  9129. sprite_vert: sprite_vert
  9130. };
  9131. /**
  9132. * @author alteredq / http://alteredqualia.com/
  9133. * @author mrdoob / http://mrdoob.com/
  9134. * @author mikael emtinger / http://gomo.se/
  9135. */
  9136. var ShaderLib = {
  9137. basic: {
  9138. uniforms: mergeUniforms( [
  9139. UniformsLib.common,
  9140. UniformsLib.specularmap,
  9141. UniformsLib.envmap,
  9142. UniformsLib.aomap,
  9143. UniformsLib.lightmap,
  9144. UniformsLib.fog
  9145. ] ),
  9146. vertexShader: ShaderChunk.meshbasic_vert,
  9147. fragmentShader: ShaderChunk.meshbasic_frag
  9148. },
  9149. lambert: {
  9150. uniforms: mergeUniforms( [
  9151. UniformsLib.common,
  9152. UniformsLib.specularmap,
  9153. UniformsLib.envmap,
  9154. UniformsLib.aomap,
  9155. UniformsLib.lightmap,
  9156. UniformsLib.emissivemap,
  9157. UniformsLib.fog,
  9158. UniformsLib.lights,
  9159. {
  9160. emissive: { value: new Color( 0x000000 ) }
  9161. }
  9162. ] ),
  9163. vertexShader: ShaderChunk.meshlambert_vert,
  9164. fragmentShader: ShaderChunk.meshlambert_frag
  9165. },
  9166. phong: {
  9167. uniforms: mergeUniforms( [
  9168. UniformsLib.common,
  9169. UniformsLib.specularmap,
  9170. UniformsLib.envmap,
  9171. UniformsLib.aomap,
  9172. UniformsLib.lightmap,
  9173. UniformsLib.emissivemap,
  9174. UniformsLib.bumpmap,
  9175. UniformsLib.normalmap,
  9176. UniformsLib.displacementmap,
  9177. UniformsLib.fog,
  9178. UniformsLib.lights,
  9179. {
  9180. emissive: { value: new Color( 0x000000 ) },
  9181. specular: { value: new Color( 0x111111 ) },
  9182. shininess: { value: 30 }
  9183. }
  9184. ] ),
  9185. vertexShader: ShaderChunk.meshphong_vert,
  9186. fragmentShader: ShaderChunk.meshphong_frag
  9187. },
  9188. standard: {
  9189. uniforms: mergeUniforms( [
  9190. UniformsLib.common,
  9191. UniformsLib.envmap,
  9192. UniformsLib.aomap,
  9193. UniformsLib.lightmap,
  9194. UniformsLib.emissivemap,
  9195. UniformsLib.bumpmap,
  9196. UniformsLib.normalmap,
  9197. UniformsLib.displacementmap,
  9198. UniformsLib.roughnessmap,
  9199. UniformsLib.metalnessmap,
  9200. UniformsLib.fog,
  9201. UniformsLib.lights,
  9202. {
  9203. emissive: { value: new Color( 0x000000 ) },
  9204. roughness: { value: 1.0 },
  9205. metalness: { value: 0.0 },
  9206. envMapIntensity: { value: 1 } // temporary
  9207. }
  9208. ] ),
  9209. vertexShader: ShaderChunk.meshphysical_vert,
  9210. fragmentShader: ShaderChunk.meshphysical_frag
  9211. },
  9212. toon: {
  9213. uniforms: mergeUniforms( [
  9214. UniformsLib.common,
  9215. UniformsLib.specularmap,
  9216. UniformsLib.aomap,
  9217. UniformsLib.lightmap,
  9218. UniformsLib.emissivemap,
  9219. UniformsLib.bumpmap,
  9220. UniformsLib.normalmap,
  9221. UniformsLib.displacementmap,
  9222. UniformsLib.gradientmap,
  9223. UniformsLib.fog,
  9224. UniformsLib.lights,
  9225. {
  9226. emissive: { value: new Color( 0x000000 ) },
  9227. specular: { value: new Color( 0x111111 ) },
  9228. shininess: { value: 30 }
  9229. }
  9230. ] ),
  9231. vertexShader: ShaderChunk.meshtoon_vert,
  9232. fragmentShader: ShaderChunk.meshtoon_frag
  9233. },
  9234. matcap: {
  9235. uniforms: mergeUniforms( [
  9236. UniformsLib.common,
  9237. UniformsLib.bumpmap,
  9238. UniformsLib.normalmap,
  9239. UniformsLib.displacementmap,
  9240. UniformsLib.fog,
  9241. {
  9242. matcap: { value: null }
  9243. }
  9244. ] ),
  9245. vertexShader: ShaderChunk.meshmatcap_vert,
  9246. fragmentShader: ShaderChunk.meshmatcap_frag
  9247. },
  9248. points: {
  9249. uniforms: mergeUniforms( [
  9250. UniformsLib.points,
  9251. UniformsLib.fog
  9252. ] ),
  9253. vertexShader: ShaderChunk.points_vert,
  9254. fragmentShader: ShaderChunk.points_frag
  9255. },
  9256. dashed: {
  9257. uniforms: mergeUniforms( [
  9258. UniformsLib.common,
  9259. UniformsLib.fog,
  9260. {
  9261. scale: { value: 1 },
  9262. dashSize: { value: 1 },
  9263. totalSize: { value: 2 }
  9264. }
  9265. ] ),
  9266. vertexShader: ShaderChunk.linedashed_vert,
  9267. fragmentShader: ShaderChunk.linedashed_frag
  9268. },
  9269. depth: {
  9270. uniforms: mergeUniforms( [
  9271. UniformsLib.common,
  9272. UniformsLib.displacementmap
  9273. ] ),
  9274. vertexShader: ShaderChunk.depth_vert,
  9275. fragmentShader: ShaderChunk.depth_frag
  9276. },
  9277. normal: {
  9278. uniforms: mergeUniforms( [
  9279. UniformsLib.common,
  9280. UniformsLib.bumpmap,
  9281. UniformsLib.normalmap,
  9282. UniformsLib.displacementmap,
  9283. {
  9284. opacity: { value: 1.0 }
  9285. }
  9286. ] ),
  9287. vertexShader: ShaderChunk.normal_vert,
  9288. fragmentShader: ShaderChunk.normal_frag
  9289. },
  9290. sprite: {
  9291. uniforms: mergeUniforms( [
  9292. UniformsLib.sprite,
  9293. UniformsLib.fog
  9294. ] ),
  9295. vertexShader: ShaderChunk.sprite_vert,
  9296. fragmentShader: ShaderChunk.sprite_frag
  9297. },
  9298. background: {
  9299. uniforms: {
  9300. uvTransform: { value: new Matrix3() },
  9301. t2D: { value: null },
  9302. },
  9303. vertexShader: ShaderChunk.background_vert,
  9304. fragmentShader: ShaderChunk.background_frag
  9305. },
  9306. /* -------------------------------------------------------------------------
  9307. // Cube map shader
  9308. ------------------------------------------------------------------------- */
  9309. cube: {
  9310. uniforms: mergeUniforms( [
  9311. UniformsLib.envmap,
  9312. {
  9313. opacity: { value: 1.0 }
  9314. }
  9315. ] ),
  9316. vertexShader: ShaderChunk.cube_vert,
  9317. fragmentShader: ShaderChunk.cube_frag
  9318. },
  9319. equirect: {
  9320. uniforms: {
  9321. tEquirect: { value: null },
  9322. },
  9323. vertexShader: ShaderChunk.equirect_vert,
  9324. fragmentShader: ShaderChunk.equirect_frag
  9325. },
  9326. distanceRGBA: {
  9327. uniforms: mergeUniforms( [
  9328. UniformsLib.common,
  9329. UniformsLib.displacementmap,
  9330. {
  9331. referencePosition: { value: new Vector3() },
  9332. nearDistance: { value: 1 },
  9333. farDistance: { value: 1000 }
  9334. }
  9335. ] ),
  9336. vertexShader: ShaderChunk.distanceRGBA_vert,
  9337. fragmentShader: ShaderChunk.distanceRGBA_frag
  9338. },
  9339. shadow: {
  9340. uniforms: mergeUniforms( [
  9341. UniformsLib.lights,
  9342. UniformsLib.fog,
  9343. {
  9344. color: { value: new Color( 0x00000 ) },
  9345. opacity: { value: 1.0 }
  9346. } ] ),
  9347. vertexShader: ShaderChunk.shadow_vert,
  9348. fragmentShader: ShaderChunk.shadow_frag
  9349. }
  9350. };
  9351. ShaderLib.physical = {
  9352. uniforms: mergeUniforms( [
  9353. ShaderLib.standard.uniforms,
  9354. {
  9355. clearcoat: { value: 0 },
  9356. clearcoatMap: { value: null },
  9357. clearcoatRoughness: { value: 0 },
  9358. clearcoatRoughnessMap: { value: null },
  9359. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9360. clearcoatNormalMap: { value: null },
  9361. sheen: { value: new Color( 0x000000 ) },
  9362. transparency: { value: 0 },
  9363. }
  9364. ] ),
  9365. vertexShader: ShaderChunk.meshphysical_vert,
  9366. fragmentShader: ShaderChunk.meshphysical_frag
  9367. };
  9368. /**
  9369. * @author mrdoob / http://mrdoob.com/
  9370. */
  9371. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9372. var clearColor = new Color( 0x000000 );
  9373. var clearAlpha = 0;
  9374. var planeMesh;
  9375. var boxMesh;
  9376. var currentBackground = null;
  9377. var currentBackgroundVersion = 0;
  9378. var currentTonemapping = null;
  9379. function render( renderList, scene, camera, forceClear ) {
  9380. var background = scene.isScene === true ? scene.background : null;
  9381. // Ignore background in AR
  9382. // TODO: Reconsider this.
  9383. var xr = renderer.xr;
  9384. var session = xr.getSession && xr.getSession();
  9385. if ( session && session.environmentBlendMode === 'additive' ) {
  9386. background = null;
  9387. }
  9388. if ( background === null ) {
  9389. setClear( clearColor, clearAlpha );
  9390. } else if ( background && background.isColor ) {
  9391. setClear( background, 1 );
  9392. forceClear = true;
  9393. }
  9394. if ( renderer.autoClear || forceClear ) {
  9395. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9396. }
  9397. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9398. if ( boxMesh === undefined ) {
  9399. boxMesh = new Mesh(
  9400. new BoxBufferGeometry( 1, 1, 1 ),
  9401. new ShaderMaterial( {
  9402. name: 'BackgroundCubeMaterial',
  9403. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9404. vertexShader: ShaderLib.cube.vertexShader,
  9405. fragmentShader: ShaderLib.cube.fragmentShader,
  9406. side: BackSide,
  9407. depthTest: false,
  9408. depthWrite: false,
  9409. fog: false
  9410. } )
  9411. );
  9412. boxMesh.geometry.deleteAttribute( 'normal' );
  9413. boxMesh.geometry.deleteAttribute( 'uv' );
  9414. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9415. this.matrixWorld.copyPosition( camera.matrixWorld );
  9416. };
  9417. // enable code injection for non-built-in material
  9418. Object.defineProperty( boxMesh.material, 'envMap', {
  9419. get: function () {
  9420. return this.uniforms.envMap.value;
  9421. }
  9422. } );
  9423. objects.update( boxMesh );
  9424. }
  9425. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9426. boxMesh.material.uniforms.envMap.value = texture;
  9427. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9428. if ( currentBackground !== background ||
  9429. currentBackgroundVersion !== texture.version ||
  9430. currentTonemapping !== renderer.toneMapping ) {
  9431. boxMesh.material.needsUpdate = true;
  9432. currentBackground = background;
  9433. currentBackgroundVersion = texture.version;
  9434. currentTonemapping = renderer.toneMapping;
  9435. }
  9436. // push to the pre-sorted opaque render list
  9437. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9438. } else if ( background && background.isTexture ) {
  9439. if ( planeMesh === undefined ) {
  9440. planeMesh = new Mesh(
  9441. new PlaneBufferGeometry( 2, 2 ),
  9442. new ShaderMaterial( {
  9443. name: 'BackgroundMaterial',
  9444. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9445. vertexShader: ShaderLib.background.vertexShader,
  9446. fragmentShader: ShaderLib.background.fragmentShader,
  9447. side: FrontSide,
  9448. depthTest: false,
  9449. depthWrite: false,
  9450. fog: false
  9451. } )
  9452. );
  9453. planeMesh.geometry.deleteAttribute( 'normal' );
  9454. // enable code injection for non-built-in material
  9455. Object.defineProperty( planeMesh.material, 'map', {
  9456. get: function () {
  9457. return this.uniforms.t2D.value;
  9458. }
  9459. } );
  9460. objects.update( planeMesh );
  9461. }
  9462. planeMesh.material.uniforms.t2D.value = background;
  9463. if ( background.matrixAutoUpdate === true ) {
  9464. background.updateMatrix();
  9465. }
  9466. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9467. if ( currentBackground !== background ||
  9468. currentBackgroundVersion !== background.version ||
  9469. currentTonemapping !== renderer.toneMapping ) {
  9470. planeMesh.material.needsUpdate = true;
  9471. currentBackground = background;
  9472. currentBackgroundVersion = background.version;
  9473. currentTonemapping = renderer.toneMapping;
  9474. }
  9475. // push to the pre-sorted opaque render list
  9476. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9477. }
  9478. }
  9479. function setClear( color, alpha ) {
  9480. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9481. }
  9482. return {
  9483. getClearColor: function () {
  9484. return clearColor;
  9485. },
  9486. setClearColor: function ( color, alpha ) {
  9487. clearColor.set( color );
  9488. clearAlpha = alpha !== undefined ? alpha : 1;
  9489. setClear( clearColor, clearAlpha );
  9490. },
  9491. getClearAlpha: function () {
  9492. return clearAlpha;
  9493. },
  9494. setClearAlpha: function ( alpha ) {
  9495. clearAlpha = alpha;
  9496. setClear( clearColor, clearAlpha );
  9497. },
  9498. render: render
  9499. };
  9500. }
  9501. /**
  9502. * @author mrdoob / http://mrdoob.com/
  9503. */
  9504. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9505. var isWebGL2 = capabilities.isWebGL2;
  9506. var mode;
  9507. function setMode( value ) {
  9508. mode = value;
  9509. }
  9510. function render( start, count ) {
  9511. gl.drawArrays( mode, start, count );
  9512. info.update( count, mode );
  9513. }
  9514. function renderInstances( geometry, start, count, primcount ) {
  9515. if ( primcount === 0 ) { return; }
  9516. var extension, methodName;
  9517. if ( isWebGL2 ) {
  9518. extension = gl;
  9519. methodName = 'drawArraysInstanced';
  9520. } else {
  9521. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9522. methodName = 'drawArraysInstancedANGLE';
  9523. if ( extension === null ) {
  9524. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9525. return;
  9526. }
  9527. }
  9528. extension[ methodName ]( mode, start, count, primcount );
  9529. info.update( count, mode, primcount );
  9530. }
  9531. //
  9532. this.setMode = setMode;
  9533. this.render = render;
  9534. this.renderInstances = renderInstances;
  9535. }
  9536. /**
  9537. * @author mrdoob / http://mrdoob.com/
  9538. */
  9539. function WebGLCapabilities( gl, extensions, parameters ) {
  9540. var maxAnisotropy;
  9541. function getMaxAnisotropy() {
  9542. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9543. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9544. if ( extension !== null ) {
  9545. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9546. } else {
  9547. maxAnisotropy = 0;
  9548. }
  9549. return maxAnisotropy;
  9550. }
  9551. function getMaxPrecision( precision ) {
  9552. if ( precision === 'highp' ) {
  9553. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9554. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9555. return 'highp';
  9556. }
  9557. precision = 'mediump';
  9558. }
  9559. if ( precision === 'mediump' ) {
  9560. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9561. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9562. return 'mediump';
  9563. }
  9564. }
  9565. return 'lowp';
  9566. }
  9567. /* eslint-disable no-undef */
  9568. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9569. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9570. /* eslint-enable no-undef */
  9571. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9572. var maxPrecision = getMaxPrecision( precision );
  9573. if ( maxPrecision !== precision ) {
  9574. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9575. precision = maxPrecision;
  9576. }
  9577. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9578. var maxTextures = gl.getParameter( 34930 );
  9579. var maxVertexTextures = gl.getParameter( 35660 );
  9580. var maxTextureSize = gl.getParameter( 3379 );
  9581. var maxCubemapSize = gl.getParameter( 34076 );
  9582. var maxAttributes = gl.getParameter( 34921 );
  9583. var maxVertexUniforms = gl.getParameter( 36347 );
  9584. var maxVaryings = gl.getParameter( 36348 );
  9585. var maxFragmentUniforms = gl.getParameter( 36349 );
  9586. var vertexTextures = maxVertexTextures > 0;
  9587. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9588. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9589. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9590. return {
  9591. isWebGL2: isWebGL2,
  9592. getMaxAnisotropy: getMaxAnisotropy,
  9593. getMaxPrecision: getMaxPrecision,
  9594. precision: precision,
  9595. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9596. maxTextures: maxTextures,
  9597. maxVertexTextures: maxVertexTextures,
  9598. maxTextureSize: maxTextureSize,
  9599. maxCubemapSize: maxCubemapSize,
  9600. maxAttributes: maxAttributes,
  9601. maxVertexUniforms: maxVertexUniforms,
  9602. maxVaryings: maxVaryings,
  9603. maxFragmentUniforms: maxFragmentUniforms,
  9604. vertexTextures: vertexTextures,
  9605. floatFragmentTextures: floatFragmentTextures,
  9606. floatVertexTextures: floatVertexTextures,
  9607. maxSamples: maxSamples
  9608. };
  9609. }
  9610. /**
  9611. * @author tschw
  9612. */
  9613. function WebGLClipping() {
  9614. var scope = this;
  9615. var globalState = null,
  9616. numGlobalPlanes = 0,
  9617. localClippingEnabled = false,
  9618. renderingShadows = false;
  9619. var plane = new Plane(),
  9620. viewNormalMatrix = new Matrix3(),
  9621. uniform = { value: null, needsUpdate: false };
  9622. this.uniform = uniform;
  9623. this.numPlanes = 0;
  9624. this.numIntersection = 0;
  9625. this.init = function ( planes, enableLocalClipping, camera ) {
  9626. var enabled =
  9627. planes.length !== 0 ||
  9628. enableLocalClipping ||
  9629. // enable state of previous frame - the clipping code has to
  9630. // run another frame in order to reset the state:
  9631. numGlobalPlanes !== 0 ||
  9632. localClippingEnabled;
  9633. localClippingEnabled = enableLocalClipping;
  9634. globalState = projectPlanes( planes, camera, 0 );
  9635. numGlobalPlanes = planes.length;
  9636. return enabled;
  9637. };
  9638. this.beginShadows = function () {
  9639. renderingShadows = true;
  9640. projectPlanes( null );
  9641. };
  9642. this.endShadows = function () {
  9643. renderingShadows = false;
  9644. resetGlobalState();
  9645. };
  9646. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9647. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9648. // there's no local clipping
  9649. if ( renderingShadows ) {
  9650. // there's no global clipping
  9651. projectPlanes( null );
  9652. } else {
  9653. resetGlobalState();
  9654. }
  9655. } else {
  9656. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9657. lGlobal = nGlobal * 4;
  9658. var dstArray = cache.clippingState || null;
  9659. uniform.value = dstArray; // ensure unique state
  9660. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9661. for ( var i = 0; i !== lGlobal; ++ i ) {
  9662. dstArray[ i ] = globalState[ i ];
  9663. }
  9664. cache.clippingState = dstArray;
  9665. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9666. this.numPlanes += nGlobal;
  9667. }
  9668. };
  9669. function resetGlobalState() {
  9670. if ( uniform.value !== globalState ) {
  9671. uniform.value = globalState;
  9672. uniform.needsUpdate = numGlobalPlanes > 0;
  9673. }
  9674. scope.numPlanes = numGlobalPlanes;
  9675. scope.numIntersection = 0;
  9676. }
  9677. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9678. var nPlanes = planes !== null ? planes.length : 0,
  9679. dstArray = null;
  9680. if ( nPlanes !== 0 ) {
  9681. dstArray = uniform.value;
  9682. if ( skipTransform !== true || dstArray === null ) {
  9683. var flatSize = dstOffset + nPlanes * 4,
  9684. viewMatrix = camera.matrixWorldInverse;
  9685. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9686. if ( dstArray === null || dstArray.length < flatSize ) {
  9687. dstArray = new Float32Array( flatSize );
  9688. }
  9689. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9690. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9691. plane.normal.toArray( dstArray, i4 );
  9692. dstArray[ i4 + 3 ] = plane.constant;
  9693. }
  9694. }
  9695. uniform.value = dstArray;
  9696. uniform.needsUpdate = true;
  9697. }
  9698. scope.numPlanes = nPlanes;
  9699. scope.numIntersection = 0;
  9700. return dstArray;
  9701. }
  9702. }
  9703. /**
  9704. * @author mrdoob / http://mrdoob.com/
  9705. */
  9706. function WebGLExtensions( gl ) {
  9707. var extensions = {};
  9708. return {
  9709. get: function ( name ) {
  9710. if ( extensions[ name ] !== undefined ) {
  9711. return extensions[ name ];
  9712. }
  9713. var extension;
  9714. switch ( name ) {
  9715. case 'WEBGL_depth_texture':
  9716. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9717. break;
  9718. case 'EXT_texture_filter_anisotropic':
  9719. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9720. break;
  9721. case 'WEBGL_compressed_texture_s3tc':
  9722. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9723. break;
  9724. case 'WEBGL_compressed_texture_pvrtc':
  9725. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9726. break;
  9727. default:
  9728. extension = gl.getExtension( name );
  9729. }
  9730. if ( extension === null ) {
  9731. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9732. }
  9733. extensions[ name ] = extension;
  9734. return extension;
  9735. }
  9736. };
  9737. }
  9738. /**
  9739. * @author mrdoob / http://mrdoob.com/
  9740. */
  9741. function WebGLGeometries( gl, attributes, info ) {
  9742. var geometries = new WeakMap();
  9743. var wireframeAttributes = new WeakMap();
  9744. function onGeometryDispose( event ) {
  9745. var geometry = event.target;
  9746. var buffergeometry = geometries.get( geometry );
  9747. if ( buffergeometry.index !== null ) {
  9748. attributes.remove( buffergeometry.index );
  9749. }
  9750. for ( var name in buffergeometry.attributes ) {
  9751. attributes.remove( buffergeometry.attributes[ name ] );
  9752. }
  9753. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9754. geometries.delete( geometry );
  9755. var attribute = wireframeAttributes.get( buffergeometry );
  9756. if ( attribute ) {
  9757. attributes.remove( attribute );
  9758. wireframeAttributes.delete( buffergeometry );
  9759. }
  9760. //
  9761. info.memory.geometries --;
  9762. }
  9763. function get( object, geometry ) {
  9764. var buffergeometry = geometries.get( geometry );
  9765. if ( buffergeometry ) { return buffergeometry; }
  9766. geometry.addEventListener( 'dispose', onGeometryDispose );
  9767. if ( geometry.isBufferGeometry ) {
  9768. buffergeometry = geometry;
  9769. } else if ( geometry.isGeometry ) {
  9770. if ( geometry._bufferGeometry === undefined ) {
  9771. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9772. }
  9773. buffergeometry = geometry._bufferGeometry;
  9774. }
  9775. geometries.set( geometry, buffergeometry );
  9776. info.memory.geometries ++;
  9777. return buffergeometry;
  9778. }
  9779. function update( geometry ) {
  9780. var index = geometry.index;
  9781. var geometryAttributes = geometry.attributes;
  9782. if ( index !== null ) {
  9783. attributes.update( index, 34963 );
  9784. }
  9785. for ( var name in geometryAttributes ) {
  9786. attributes.update( geometryAttributes[ name ], 34962 );
  9787. }
  9788. // morph targets
  9789. var morphAttributes = geometry.morphAttributes;
  9790. for ( var name$1 in morphAttributes ) {
  9791. var array = morphAttributes[ name$1 ];
  9792. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9793. attributes.update( array[ i ], 34962 );
  9794. }
  9795. }
  9796. }
  9797. function updateWireframeAttribute( geometry ) {
  9798. var indices = [];
  9799. var geometryIndex = geometry.index;
  9800. var geometryPosition = geometry.attributes.position;
  9801. var version = 0;
  9802. if ( geometryIndex !== null ) {
  9803. var array = geometryIndex.array;
  9804. version = geometryIndex.version;
  9805. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9806. var a = array[ i + 0 ];
  9807. var b = array[ i + 1 ];
  9808. var c = array[ i + 2 ];
  9809. indices.push( a, b, b, c, c, a );
  9810. }
  9811. } else {
  9812. var array$1 = geometryPosition.array;
  9813. version = geometryPosition.version;
  9814. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  9815. var a$1 = i$1 + 0;
  9816. var b$1 = i$1 + 1;
  9817. var c$1 = i$1 + 2;
  9818. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  9819. }
  9820. }
  9821. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9822. attribute.version = version;
  9823. attributes.update( attribute, 34963 );
  9824. //
  9825. var previousAttribute = wireframeAttributes.get( geometry );
  9826. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9827. //
  9828. wireframeAttributes.set( geometry, attribute );
  9829. }
  9830. function getWireframeAttribute( geometry ) {
  9831. var currentAttribute = wireframeAttributes.get( geometry );
  9832. if ( currentAttribute ) {
  9833. var geometryIndex = geometry.index;
  9834. if ( geometryIndex !== null ) {
  9835. // if the attribute is obsolete, create a new one
  9836. if ( currentAttribute.version < geometryIndex.version ) {
  9837. updateWireframeAttribute( geometry );
  9838. }
  9839. }
  9840. } else {
  9841. updateWireframeAttribute( geometry );
  9842. }
  9843. return wireframeAttributes.get( geometry );
  9844. }
  9845. return {
  9846. get: get,
  9847. update: update,
  9848. getWireframeAttribute: getWireframeAttribute
  9849. };
  9850. }
  9851. /**
  9852. * @author mrdoob / http://mrdoob.com/
  9853. */
  9854. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9855. var isWebGL2 = capabilities.isWebGL2;
  9856. var mode;
  9857. function setMode( value ) {
  9858. mode = value;
  9859. }
  9860. var type, bytesPerElement;
  9861. function setIndex( value ) {
  9862. type = value.type;
  9863. bytesPerElement = value.bytesPerElement;
  9864. }
  9865. function render( start, count ) {
  9866. gl.drawElements( mode, count, type, start * bytesPerElement );
  9867. info.update( count, mode );
  9868. }
  9869. function renderInstances( geometry, start, count, primcount ) {
  9870. if ( primcount === 0 ) { return; }
  9871. var extension, methodName;
  9872. if ( isWebGL2 ) {
  9873. extension = gl;
  9874. methodName = 'drawElementsInstanced';
  9875. } else {
  9876. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9877. methodName = 'drawElementsInstancedANGLE';
  9878. if ( extension === null ) {
  9879. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9880. return;
  9881. }
  9882. }
  9883. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9884. info.update( count, mode, primcount );
  9885. }
  9886. //
  9887. this.setMode = setMode;
  9888. this.setIndex = setIndex;
  9889. this.render = render;
  9890. this.renderInstances = renderInstances;
  9891. }
  9892. /**
  9893. * @author Mugen87 / https://github.com/Mugen87
  9894. */
  9895. function WebGLInfo( gl ) {
  9896. var memory = {
  9897. geometries: 0,
  9898. textures: 0
  9899. };
  9900. var render = {
  9901. frame: 0,
  9902. calls: 0,
  9903. triangles: 0,
  9904. points: 0,
  9905. lines: 0
  9906. };
  9907. function update( count, mode, instanceCount ) {
  9908. instanceCount = instanceCount || 1;
  9909. render.calls ++;
  9910. switch ( mode ) {
  9911. case 4:
  9912. render.triangles += instanceCount * ( count / 3 );
  9913. break;
  9914. case 1:
  9915. render.lines += instanceCount * ( count / 2 );
  9916. break;
  9917. case 3:
  9918. render.lines += instanceCount * ( count - 1 );
  9919. break;
  9920. case 2:
  9921. render.lines += instanceCount * count;
  9922. break;
  9923. case 0:
  9924. render.points += instanceCount * count;
  9925. break;
  9926. default:
  9927. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9928. break;
  9929. }
  9930. }
  9931. function reset() {
  9932. render.frame ++;
  9933. render.calls = 0;
  9934. render.triangles = 0;
  9935. render.points = 0;
  9936. render.lines = 0;
  9937. }
  9938. return {
  9939. memory: memory,
  9940. render: render,
  9941. programs: null,
  9942. autoReset: true,
  9943. reset: reset,
  9944. update: update
  9945. };
  9946. }
  9947. /**
  9948. * @author mrdoob / http://mrdoob.com/
  9949. */
  9950. function absNumericalSort( a, b ) {
  9951. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9952. }
  9953. function WebGLMorphtargets( gl ) {
  9954. var influencesList = {};
  9955. var morphInfluences = new Float32Array( 8 );
  9956. function update( object, geometry, material, program ) {
  9957. var objectInfluences = object.morphTargetInfluences;
  9958. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9959. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9960. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9961. var influences = influencesList[ geometry.id ];
  9962. if ( influences === undefined ) {
  9963. // initialise list
  9964. influences = [];
  9965. for ( var i = 0; i < length; i ++ ) {
  9966. influences[ i ] = [ i, 0 ];
  9967. }
  9968. influencesList[ geometry.id ] = influences;
  9969. }
  9970. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9971. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9972. // Remove current morphAttributes
  9973. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  9974. var influence = influences[ i$1 ];
  9975. if ( influence[ 1 ] !== 0 ) {
  9976. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i$1 ); }
  9977. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i$1 ); }
  9978. }
  9979. }
  9980. // Collect influences
  9981. for ( var i$2 = 0; i$2 < length; i$2 ++ ) {
  9982. var influence$1 = influences[ i$2 ];
  9983. influence$1[ 0 ] = i$2;
  9984. influence$1[ 1 ] = objectInfluences[ i$2 ];
  9985. }
  9986. influences.sort( absNumericalSort );
  9987. // Add morphAttributes
  9988. var morphInfluencesSum = 0;
  9989. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  9990. var influence$2 = influences[ i$3 ];
  9991. if ( influence$2 ) {
  9992. var index = influence$2[ 0 ];
  9993. var value = influence$2[ 1 ];
  9994. if ( value ) {
  9995. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] ); }
  9996. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] ); }
  9997. morphInfluences[ i$3 ] = value;
  9998. morphInfluencesSum += value;
  9999. continue;
  10000. }
  10001. }
  10002. morphInfluences[ i$3 ] = 0;
  10003. }
  10004. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10005. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10006. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10007. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10008. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10009. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10010. }
  10011. return {
  10012. update: update
  10013. };
  10014. }
  10015. /**
  10016. * @author mrdoob / http://mrdoob.com/
  10017. */
  10018. function WebGLObjects( gl, geometries, attributes, info ) {
  10019. var updateMap = new WeakMap();
  10020. function update( object ) {
  10021. var frame = info.render.frame;
  10022. var geometry = object.geometry;
  10023. var buffergeometry = geometries.get( object, geometry );
  10024. // Update once per frame
  10025. if ( updateMap.get( buffergeometry ) !== frame ) {
  10026. if ( geometry.isGeometry ) {
  10027. buffergeometry.updateFromObject( object );
  10028. }
  10029. geometries.update( buffergeometry );
  10030. updateMap.set( buffergeometry, frame );
  10031. }
  10032. if ( object.isInstancedMesh ) {
  10033. attributes.update( object.instanceMatrix, 34962 );
  10034. }
  10035. return buffergeometry;
  10036. }
  10037. function dispose() {
  10038. updateMap = new WeakMap();
  10039. }
  10040. return {
  10041. update: update,
  10042. dispose: dispose
  10043. };
  10044. }
  10045. /**
  10046. * @author mrdoob / http://mrdoob.com/
  10047. */
  10048. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10049. images = images !== undefined ? images : [];
  10050. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10051. format = format !== undefined ? format : RGBFormat;
  10052. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10053. this.flipY = false;
  10054. }
  10055. CubeTexture.prototype = Object.create( Texture.prototype );
  10056. CubeTexture.prototype.constructor = CubeTexture;
  10057. CubeTexture.prototype.isCubeTexture = true;
  10058. Object.defineProperty( CubeTexture.prototype, 'images', {
  10059. get: function () {
  10060. return this.image;
  10061. },
  10062. set: function ( value ) {
  10063. this.image = value;
  10064. }
  10065. } );
  10066. /**
  10067. * @author Takahiro https://github.com/takahirox
  10068. */
  10069. function DataTexture2DArray( data, width, height, depth ) {
  10070. Texture.call( this, null );
  10071. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10072. this.magFilter = NearestFilter;
  10073. this.minFilter = NearestFilter;
  10074. this.wrapR = ClampToEdgeWrapping;
  10075. this.generateMipmaps = false;
  10076. this.flipY = false;
  10077. this.needsUpdate = true;
  10078. }
  10079. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10080. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10081. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10082. /**
  10083. * @author Artur Trzesiok
  10084. */
  10085. function DataTexture3D( data, width, height, depth ) {
  10086. // We're going to add .setXXX() methods for setting properties later.
  10087. // Users can still set in DataTexture3D directly.
  10088. //
  10089. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10090. // texture.anisotropy = 16;
  10091. //
  10092. // See #14839
  10093. Texture.call( this, null );
  10094. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10095. this.magFilter = NearestFilter;
  10096. this.minFilter = NearestFilter;
  10097. this.wrapR = ClampToEdgeWrapping;
  10098. this.generateMipmaps = false;
  10099. this.flipY = false;
  10100. this.needsUpdate = true;
  10101. }
  10102. DataTexture3D.prototype = Object.create( Texture.prototype );
  10103. DataTexture3D.prototype.constructor = DataTexture3D;
  10104. DataTexture3D.prototype.isDataTexture3D = true;
  10105. /**
  10106. * @author tschw
  10107. * @author Mugen87 / https://github.com/Mugen87
  10108. * @author mrdoob / http://mrdoob.com/
  10109. *
  10110. * Uniforms of a program.
  10111. * Those form a tree structure with a special top-level container for the root,
  10112. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10113. *
  10114. *
  10115. * Properties of inner nodes including the top-level container:
  10116. *
  10117. * .seq - array of nested uniforms
  10118. * .map - nested uniforms by name
  10119. *
  10120. *
  10121. * Methods of all nodes except the top-level container:
  10122. *
  10123. * .setValue( gl, value, [textures] )
  10124. *
  10125. * uploads a uniform value(s)
  10126. * the 'textures' parameter is needed for sampler uniforms
  10127. *
  10128. *
  10129. * Static methods of the top-level container (textures factorizations):
  10130. *
  10131. * .upload( gl, seq, values, textures )
  10132. *
  10133. * sets uniforms in 'seq' to 'values[id].value'
  10134. *
  10135. * .seqWithValue( seq, values ) : filteredSeq
  10136. *
  10137. * filters 'seq' entries with corresponding entry in values
  10138. *
  10139. *
  10140. * Methods of the top-level container (textures factorizations):
  10141. *
  10142. * .setValue( gl, name, value, textures )
  10143. *
  10144. * sets uniform with name 'name' to 'value'
  10145. *
  10146. * .setOptional( gl, obj, prop )
  10147. *
  10148. * like .set for an optional property of the object
  10149. *
  10150. */
  10151. var emptyTexture = new Texture();
  10152. var emptyTexture2dArray = new DataTexture2DArray();
  10153. var emptyTexture3d = new DataTexture3D();
  10154. var emptyCubeTexture = new CubeTexture();
  10155. // --- Utilities ---
  10156. // Array Caches (provide typed arrays for temporary by size)
  10157. var arrayCacheF32 = [];
  10158. var arrayCacheI32 = [];
  10159. // Float32Array caches used for uploading Matrix uniforms
  10160. var mat4array = new Float32Array( 16 );
  10161. var mat3array = new Float32Array( 9 );
  10162. var mat2array = new Float32Array( 4 );
  10163. // Flattening for arrays of vectors and matrices
  10164. function flatten( array, nBlocks, blockSize ) {
  10165. var firstElem = array[ 0 ];
  10166. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10167. // unoptimized: ! isNaN( firstElem )
  10168. // see http://jacksondunstan.com/articles/983
  10169. var n = nBlocks * blockSize,
  10170. r = arrayCacheF32[ n ];
  10171. if ( r === undefined ) {
  10172. r = new Float32Array( n );
  10173. arrayCacheF32[ n ] = r;
  10174. }
  10175. if ( nBlocks !== 0 ) {
  10176. firstElem.toArray( r, 0 );
  10177. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10178. offset += blockSize;
  10179. array[ i ].toArray( r, offset );
  10180. }
  10181. }
  10182. return r;
  10183. }
  10184. function arraysEqual( a, b ) {
  10185. if ( a.length !== b.length ) { return false; }
  10186. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10187. if ( a[ i ] !== b[ i ] ) { return false; }
  10188. }
  10189. return true;
  10190. }
  10191. function copyArray( a, b ) {
  10192. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10193. a[ i ] = b[ i ];
  10194. }
  10195. }
  10196. // Texture unit allocation
  10197. function allocTexUnits( textures, n ) {
  10198. var r = arrayCacheI32[ n ];
  10199. if ( r === undefined ) {
  10200. r = new Int32Array( n );
  10201. arrayCacheI32[ n ] = r;
  10202. }
  10203. for ( var i = 0; i !== n; ++ i ) {
  10204. r[ i ] = textures.allocateTextureUnit();
  10205. }
  10206. return r;
  10207. }
  10208. // --- Setters ---
  10209. // Note: Defining these methods externally, because they come in a bunch
  10210. // and this way their names minify.
  10211. // Single scalar
  10212. function setValueV1f( gl, v ) {
  10213. var cache = this.cache;
  10214. if ( cache[ 0 ] === v ) { return; }
  10215. gl.uniform1f( this.addr, v );
  10216. cache[ 0 ] = v;
  10217. }
  10218. // Single float vector (from flat array or THREE.VectorN)
  10219. function setValueV2f( gl, v ) {
  10220. var cache = this.cache;
  10221. if ( v.x !== undefined ) {
  10222. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10223. gl.uniform2f( this.addr, v.x, v.y );
  10224. cache[ 0 ] = v.x;
  10225. cache[ 1 ] = v.y;
  10226. }
  10227. } else {
  10228. if ( arraysEqual( cache, v ) ) { return; }
  10229. gl.uniform2fv( this.addr, v );
  10230. copyArray( cache, v );
  10231. }
  10232. }
  10233. function setValueV3f( gl, v ) {
  10234. var cache = this.cache;
  10235. if ( v.x !== undefined ) {
  10236. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10237. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10238. cache[ 0 ] = v.x;
  10239. cache[ 1 ] = v.y;
  10240. cache[ 2 ] = v.z;
  10241. }
  10242. } else if ( v.r !== undefined ) {
  10243. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10244. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10245. cache[ 0 ] = v.r;
  10246. cache[ 1 ] = v.g;
  10247. cache[ 2 ] = v.b;
  10248. }
  10249. } else {
  10250. if ( arraysEqual( cache, v ) ) { return; }
  10251. gl.uniform3fv( this.addr, v );
  10252. copyArray( cache, v );
  10253. }
  10254. }
  10255. function setValueV4f( gl, v ) {
  10256. var cache = this.cache;
  10257. if ( v.x !== undefined ) {
  10258. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10259. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10260. cache[ 0 ] = v.x;
  10261. cache[ 1 ] = v.y;
  10262. cache[ 2 ] = v.z;
  10263. cache[ 3 ] = v.w;
  10264. }
  10265. } else {
  10266. if ( arraysEqual( cache, v ) ) { return; }
  10267. gl.uniform4fv( this.addr, v );
  10268. copyArray( cache, v );
  10269. }
  10270. }
  10271. // Single matrix (from flat array or MatrixN)
  10272. function setValueM2( gl, v ) {
  10273. var cache = this.cache;
  10274. var elements = v.elements;
  10275. if ( elements === undefined ) {
  10276. if ( arraysEqual( cache, v ) ) { return; }
  10277. gl.uniformMatrix2fv( this.addr, false, v );
  10278. copyArray( cache, v );
  10279. } else {
  10280. if ( arraysEqual( cache, elements ) ) { return; }
  10281. mat2array.set( elements );
  10282. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10283. copyArray( cache, elements );
  10284. }
  10285. }
  10286. function setValueM3( gl, v ) {
  10287. var cache = this.cache;
  10288. var elements = v.elements;
  10289. if ( elements === undefined ) {
  10290. if ( arraysEqual( cache, v ) ) { return; }
  10291. gl.uniformMatrix3fv( this.addr, false, v );
  10292. copyArray( cache, v );
  10293. } else {
  10294. if ( arraysEqual( cache, elements ) ) { return; }
  10295. mat3array.set( elements );
  10296. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10297. copyArray( cache, elements );
  10298. }
  10299. }
  10300. function setValueM4( gl, v ) {
  10301. var cache = this.cache;
  10302. var elements = v.elements;
  10303. if ( elements === undefined ) {
  10304. if ( arraysEqual( cache, v ) ) { return; }
  10305. gl.uniformMatrix4fv( this.addr, false, v );
  10306. copyArray( cache, v );
  10307. } else {
  10308. if ( arraysEqual( cache, elements ) ) { return; }
  10309. mat4array.set( elements );
  10310. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10311. copyArray( cache, elements );
  10312. }
  10313. }
  10314. // Single texture (2D / Cube)
  10315. function setValueT1( gl, v, textures ) {
  10316. var cache = this.cache;
  10317. var unit = textures.allocateTextureUnit();
  10318. if ( cache[ 0 ] !== unit ) {
  10319. gl.uniform1i( this.addr, unit );
  10320. cache[ 0 ] = unit;
  10321. }
  10322. textures.safeSetTexture2D( v || emptyTexture, unit );
  10323. }
  10324. function setValueT2DArray1( gl, v, textures ) {
  10325. var cache = this.cache;
  10326. var unit = textures.allocateTextureUnit();
  10327. if ( cache[ 0 ] !== unit ) {
  10328. gl.uniform1i( this.addr, unit );
  10329. cache[ 0 ] = unit;
  10330. }
  10331. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10332. }
  10333. function setValueT3D1( gl, v, textures ) {
  10334. var cache = this.cache;
  10335. var unit = textures.allocateTextureUnit();
  10336. if ( cache[ 0 ] !== unit ) {
  10337. gl.uniform1i( this.addr, unit );
  10338. cache[ 0 ] = unit;
  10339. }
  10340. textures.setTexture3D( v || emptyTexture3d, unit );
  10341. }
  10342. function setValueT6( gl, v, textures ) {
  10343. var cache = this.cache;
  10344. var unit = textures.allocateTextureUnit();
  10345. if ( cache[ 0 ] !== unit ) {
  10346. gl.uniform1i( this.addr, unit );
  10347. cache[ 0 ] = unit;
  10348. }
  10349. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10350. }
  10351. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10352. function setValueV1i( gl, v ) {
  10353. var cache = this.cache;
  10354. if ( cache[ 0 ] === v ) { return; }
  10355. gl.uniform1i( this.addr, v );
  10356. cache[ 0 ] = v;
  10357. }
  10358. function setValueV2i( gl, v ) {
  10359. var cache = this.cache;
  10360. if ( arraysEqual( cache, v ) ) { return; }
  10361. gl.uniform2iv( this.addr, v );
  10362. copyArray( cache, v );
  10363. }
  10364. function setValueV3i( gl, v ) {
  10365. var cache = this.cache;
  10366. if ( arraysEqual( cache, v ) ) { return; }
  10367. gl.uniform3iv( this.addr, v );
  10368. copyArray( cache, v );
  10369. }
  10370. function setValueV4i( gl, v ) {
  10371. var cache = this.cache;
  10372. if ( arraysEqual( cache, v ) ) { return; }
  10373. gl.uniform4iv( this.addr, v );
  10374. copyArray( cache, v );
  10375. }
  10376. // uint
  10377. function setValueV1ui( gl, v ) {
  10378. var cache = this.cache;
  10379. if ( cache[ 0 ] === v ) { return; }
  10380. gl.uniform1ui( this.addr, v );
  10381. cache[ 0 ] = v;
  10382. }
  10383. // Helper to pick the right setter for the singular case
  10384. function getSingularSetter( type ) {
  10385. switch ( type ) {
  10386. case 0x1406: return setValueV1f; // FLOAT
  10387. case 0x8b50: return setValueV2f; // _VEC2
  10388. case 0x8b51: return setValueV3f; // _VEC3
  10389. case 0x8b52: return setValueV4f; // _VEC4
  10390. case 0x8b5a: return setValueM2; // _MAT2
  10391. case 0x8b5b: return setValueM3; // _MAT3
  10392. case 0x8b5c: return setValueM4; // _MAT4
  10393. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10394. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10395. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10396. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10397. case 0x1405: return setValueV1ui; // UINT
  10398. case 0x8b5e: // SAMPLER_2D
  10399. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10400. case 0x8dca: // INT_SAMPLER_2D
  10401. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10402. case 0x8b62: // SAMPLER_2D_SHADOW
  10403. return setValueT1;
  10404. case 0x8b5f: // SAMPLER_3D
  10405. case 0x8dcb: // INT_SAMPLER_3D
  10406. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10407. return setValueT3D1;
  10408. case 0x8b60: // SAMPLER_CUBE
  10409. case 0x8dcc: // INT_SAMPLER_CUBE
  10410. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10411. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10412. return setValueT6;
  10413. case 0x8dc1: // SAMPLER_2D_ARRAY
  10414. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10415. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10416. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10417. return setValueT2DArray1;
  10418. }
  10419. }
  10420. // Array of scalars
  10421. function setValueV1fArray( gl, v ) {
  10422. gl.uniform1fv( this.addr, v );
  10423. }
  10424. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10425. function setValueV1iArray( gl, v ) {
  10426. gl.uniform1iv( this.addr, v );
  10427. }
  10428. function setValueV2iArray( gl, v ) {
  10429. gl.uniform2iv( this.addr, v );
  10430. }
  10431. function setValueV3iArray( gl, v ) {
  10432. gl.uniform3iv( this.addr, v );
  10433. }
  10434. function setValueV4iArray( gl, v ) {
  10435. gl.uniform4iv( this.addr, v );
  10436. }
  10437. // Array of vectors (flat or from THREE classes)
  10438. function setValueV2fArray( gl, v ) {
  10439. var data = flatten( v, this.size, 2 );
  10440. gl.uniform2fv( this.addr, data );
  10441. }
  10442. function setValueV3fArray( gl, v ) {
  10443. var data = flatten( v, this.size, 3 );
  10444. gl.uniform3fv( this.addr, data );
  10445. }
  10446. function setValueV4fArray( gl, v ) {
  10447. var data = flatten( v, this.size, 4 );
  10448. gl.uniform4fv( this.addr, data );
  10449. }
  10450. // Array of matrices (flat or from THREE clases)
  10451. function setValueM2Array( gl, v ) {
  10452. var data = flatten( v, this.size, 4 );
  10453. gl.uniformMatrix2fv( this.addr, false, data );
  10454. }
  10455. function setValueM3Array( gl, v ) {
  10456. var data = flatten( v, this.size, 9 );
  10457. gl.uniformMatrix3fv( this.addr, false, data );
  10458. }
  10459. function setValueM4Array( gl, v ) {
  10460. var data = flatten( v, this.size, 16 );
  10461. gl.uniformMatrix4fv( this.addr, false, data );
  10462. }
  10463. // Array of textures (2D / Cube)
  10464. function setValueT1Array( gl, v, textures ) {
  10465. var n = v.length;
  10466. var units = allocTexUnits( textures, n );
  10467. gl.uniform1iv( this.addr, units );
  10468. for ( var i = 0; i !== n; ++ i ) {
  10469. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10470. }
  10471. }
  10472. function setValueT6Array( gl, v, textures ) {
  10473. var n = v.length;
  10474. var units = allocTexUnits( textures, n );
  10475. gl.uniform1iv( this.addr, units );
  10476. for ( var i = 0; i !== n; ++ i ) {
  10477. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10478. }
  10479. }
  10480. // Helper to pick the right setter for a pure (bottom-level) array
  10481. function getPureArraySetter( type ) {
  10482. switch ( type ) {
  10483. case 0x1406: return setValueV1fArray; // FLOAT
  10484. case 0x8b50: return setValueV2fArray; // _VEC2
  10485. case 0x8b51: return setValueV3fArray; // _VEC3
  10486. case 0x8b52: return setValueV4fArray; // _VEC4
  10487. case 0x8b5a: return setValueM2Array; // _MAT2
  10488. case 0x8b5b: return setValueM3Array; // _MAT3
  10489. case 0x8b5c: return setValueM4Array; // _MAT4
  10490. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10491. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10492. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10493. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10494. case 0x8b5e: // SAMPLER_2D
  10495. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10496. case 0x8dca: // INT_SAMPLER_2D
  10497. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10498. case 0x8b62: // SAMPLER_2D_SHADOW
  10499. return setValueT1Array;
  10500. case 0x8b60: // SAMPLER_CUBE
  10501. case 0x8dcc: // INT_SAMPLER_CUBE
  10502. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10503. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10504. return setValueT6Array;
  10505. }
  10506. }
  10507. // --- Uniform Classes ---
  10508. function SingleUniform( id, activeInfo, addr ) {
  10509. this.id = id;
  10510. this.addr = addr;
  10511. this.cache = [];
  10512. this.setValue = getSingularSetter( activeInfo.type );
  10513. // this.path = activeInfo.name; // DEBUG
  10514. }
  10515. function PureArrayUniform( id, activeInfo, addr ) {
  10516. this.id = id;
  10517. this.addr = addr;
  10518. this.cache = [];
  10519. this.size = activeInfo.size;
  10520. this.setValue = getPureArraySetter( activeInfo.type );
  10521. // this.path = activeInfo.name; // DEBUG
  10522. }
  10523. PureArrayUniform.prototype.updateCache = function ( data ) {
  10524. var cache = this.cache;
  10525. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10526. this.cache = new Float32Array( data.length );
  10527. }
  10528. copyArray( cache, data );
  10529. };
  10530. function StructuredUniform( id ) {
  10531. this.id = id;
  10532. this.seq = [];
  10533. this.map = {};
  10534. }
  10535. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10536. var seq = this.seq;
  10537. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10538. var u = seq[ i ];
  10539. u.setValue( gl, value[ u.id ], textures );
  10540. }
  10541. };
  10542. // --- Top-level ---
  10543. // Parser - builds up the property tree from the path strings
  10544. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10545. // extracts
  10546. // - the identifier (member name or array index)
  10547. // - followed by an optional right bracket (found when array index)
  10548. // - followed by an optional left bracket or dot (type of subscript)
  10549. //
  10550. // Note: These portions can be read in a non-overlapping fashion and
  10551. // allow straightforward parsing of the hierarchy that WebGL encodes
  10552. // in the uniform names.
  10553. function addUniform( container, uniformObject ) {
  10554. container.seq.push( uniformObject );
  10555. container.map[ uniformObject.id ] = uniformObject;
  10556. }
  10557. function parseUniform( activeInfo, addr, container ) {
  10558. var path = activeInfo.name,
  10559. pathLength = path.length;
  10560. // reset RegExp object, because of the early exit of a previous run
  10561. RePathPart.lastIndex = 0;
  10562. while ( true ) {
  10563. var match = RePathPart.exec( path ),
  10564. matchEnd = RePathPart.lastIndex;
  10565. var id = match[ 1 ],
  10566. idIsIndex = match[ 2 ] === ']',
  10567. subscript = match[ 3 ];
  10568. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10569. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10570. // bare name or "pure" bottom-level array "[0]" suffix
  10571. addUniform( container, subscript === undefined ?
  10572. new SingleUniform( id, activeInfo, addr ) :
  10573. new PureArrayUniform( id, activeInfo, addr ) );
  10574. break;
  10575. } else {
  10576. // step into inner node / create it in case it doesn't exist
  10577. var map = container.map;
  10578. var next = map[ id ];
  10579. if ( next === undefined ) {
  10580. next = new StructuredUniform( id );
  10581. addUniform( container, next );
  10582. }
  10583. container = next;
  10584. }
  10585. }
  10586. }
  10587. // Root Container
  10588. function WebGLUniforms( gl, program ) {
  10589. this.seq = [];
  10590. this.map = {};
  10591. var n = gl.getProgramParameter( program, 35718 );
  10592. for ( var i = 0; i < n; ++ i ) {
  10593. var info = gl.getActiveUniform( program, i ),
  10594. addr = gl.getUniformLocation( program, info.name );
  10595. parseUniform( info, addr, this );
  10596. }
  10597. }
  10598. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10599. var u = this.map[ name ];
  10600. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10601. };
  10602. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10603. var v = object[ name ];
  10604. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10605. };
  10606. // Static interface
  10607. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10608. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10609. var u = seq[ i ],
  10610. v = values[ u.id ];
  10611. if ( v.needsUpdate !== false ) {
  10612. // note: always updating when .needsUpdate is undefined
  10613. u.setValue( gl, v.value, textures );
  10614. }
  10615. }
  10616. };
  10617. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10618. var r = [];
  10619. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10620. var u = seq[ i ];
  10621. if ( u.id in values ) { r.push( u ); }
  10622. }
  10623. return r;
  10624. };
  10625. /**
  10626. * @author mrdoob / http://mrdoob.com/
  10627. */
  10628. function WebGLShader( gl, type, string ) {
  10629. var shader = gl.createShader( type );
  10630. gl.shaderSource( shader, string );
  10631. gl.compileShader( shader );
  10632. return shader;
  10633. }
  10634. /**
  10635. * @author mrdoob / http://mrdoob.com/
  10636. */
  10637. var programIdCount = 0;
  10638. function addLineNumbers( string ) {
  10639. var lines = string.split( '\n' );
  10640. for ( var i = 0; i < lines.length; i ++ ) {
  10641. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10642. }
  10643. return lines.join( '\n' );
  10644. }
  10645. function getEncodingComponents( encoding ) {
  10646. switch ( encoding ) {
  10647. case LinearEncoding:
  10648. return [ 'Linear', '( value )' ];
  10649. case sRGBEncoding:
  10650. return [ 'sRGB', '( value )' ];
  10651. case RGBEEncoding:
  10652. return [ 'RGBE', '( value )' ];
  10653. case RGBM7Encoding:
  10654. return [ 'RGBM', '( value, 7.0 )' ];
  10655. case RGBM16Encoding:
  10656. return [ 'RGBM', '( value, 16.0 )' ];
  10657. case RGBDEncoding:
  10658. return [ 'RGBD', '( value, 256.0 )' ];
  10659. case GammaEncoding:
  10660. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10661. case LogLuvEncoding:
  10662. return [ 'LogLuv', '( value )' ];
  10663. default:
  10664. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10665. return [ 'Linear', '( value )' ];
  10666. }
  10667. }
  10668. function getShaderErrors( gl, shader, type ) {
  10669. var status = gl.getShaderParameter( shader, 35713 );
  10670. var log = gl.getShaderInfoLog( shader ).trim();
  10671. if ( status && log === '' ) { return ''; }
  10672. // --enable-privileged-webgl-extension
  10673. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10674. var source = gl.getShaderSource( shader );
  10675. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10676. }
  10677. function getTexelDecodingFunction( functionName, encoding ) {
  10678. var components = getEncodingComponents( encoding );
  10679. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10680. }
  10681. function getTexelEncodingFunction( functionName, encoding ) {
  10682. var components = getEncodingComponents( encoding );
  10683. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10684. }
  10685. function getToneMappingFunction( functionName, toneMapping ) {
  10686. var toneMappingName;
  10687. switch ( toneMapping ) {
  10688. case LinearToneMapping:
  10689. toneMappingName = 'Linear';
  10690. break;
  10691. case ReinhardToneMapping:
  10692. toneMappingName = 'Reinhard';
  10693. break;
  10694. case CineonToneMapping:
  10695. toneMappingName = 'OptimizedCineon';
  10696. break;
  10697. case ACESFilmicToneMapping:
  10698. toneMappingName = 'ACESFilmic';
  10699. break;
  10700. default:
  10701. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  10702. toneMappingName = 'Linear';
  10703. }
  10704. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10705. }
  10706. function generateExtensions( parameters ) {
  10707. var chunks = [
  10708. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10709. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10710. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10711. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10712. ];
  10713. return chunks.filter( filterEmptyLine ).join( '\n' );
  10714. }
  10715. function generateDefines( defines ) {
  10716. var chunks = [];
  10717. for ( var name in defines ) {
  10718. var value = defines[ name ];
  10719. if ( value === false ) { continue; }
  10720. chunks.push( '#define ' + name + ' ' + value );
  10721. }
  10722. return chunks.join( '\n' );
  10723. }
  10724. function fetchAttributeLocations( gl, program ) {
  10725. var attributes = {};
  10726. var n = gl.getProgramParameter( program, 35721 );
  10727. for ( var i = 0; i < n; i ++ ) {
  10728. var info = gl.getActiveAttrib( program, i );
  10729. var name = info.name;
  10730. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10731. attributes[ name ] = gl.getAttribLocation( program, name );
  10732. }
  10733. return attributes;
  10734. }
  10735. function filterEmptyLine( string ) {
  10736. return string !== '';
  10737. }
  10738. function replaceLightNums( string, parameters ) {
  10739. return string
  10740. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10741. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10742. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10743. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10744. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10745. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10746. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10747. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10748. }
  10749. function replaceClippingPlaneNums( string, parameters ) {
  10750. return string
  10751. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10752. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10753. }
  10754. // Resolve Includes
  10755. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10756. function resolveIncludes( string ) {
  10757. return string.replace( includePattern, includeReplacer );
  10758. }
  10759. function includeReplacer( match, include ) {
  10760. var string = ShaderChunk[ include ];
  10761. if ( string === undefined ) {
  10762. throw new Error( 'Can not resolve #include <' + include + '>' );
  10763. }
  10764. return resolveIncludes( string );
  10765. }
  10766. // Unroll Loops
  10767. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10768. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10769. function unrollLoops( string ) {
  10770. return string
  10771. .replace( unrollLoopPattern, loopReplacer )
  10772. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10773. }
  10774. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10775. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10776. return loopReplacer( match, start, end, snippet );
  10777. }
  10778. function loopReplacer( match, start, end, snippet ) {
  10779. var string = '';
  10780. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10781. string += snippet
  10782. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10783. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10784. }
  10785. return string;
  10786. }
  10787. //
  10788. function generatePrecision( parameters ) {
  10789. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10790. if ( parameters.precision === "highp" ) {
  10791. precisionstring += "\n#define HIGH_PRECISION";
  10792. } else if ( parameters.precision === "mediump" ) {
  10793. precisionstring += "\n#define MEDIUM_PRECISION";
  10794. } else if ( parameters.precision === "lowp" ) {
  10795. precisionstring += "\n#define LOW_PRECISION";
  10796. }
  10797. return precisionstring;
  10798. }
  10799. function generateShadowMapTypeDefine( parameters ) {
  10800. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10801. if ( parameters.shadowMapType === PCFShadowMap ) {
  10802. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10803. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10804. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10805. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10806. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10807. }
  10808. return shadowMapTypeDefine;
  10809. }
  10810. function generateEnvMapTypeDefine( parameters ) {
  10811. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10812. if ( parameters.envMap ) {
  10813. switch ( parameters.envMapMode ) {
  10814. case CubeReflectionMapping:
  10815. case CubeRefractionMapping:
  10816. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10817. break;
  10818. case CubeUVReflectionMapping:
  10819. case CubeUVRefractionMapping:
  10820. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10821. break;
  10822. case EquirectangularReflectionMapping:
  10823. case EquirectangularRefractionMapping:
  10824. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10825. break;
  10826. }
  10827. }
  10828. return envMapTypeDefine;
  10829. }
  10830. function generateEnvMapModeDefine( parameters ) {
  10831. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10832. if ( parameters.envMap ) {
  10833. switch ( parameters.envMapMode ) {
  10834. case CubeRefractionMapping:
  10835. case EquirectangularRefractionMapping:
  10836. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10837. break;
  10838. }
  10839. }
  10840. return envMapModeDefine;
  10841. }
  10842. function generateEnvMapBlendingDefine( parameters ) {
  10843. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10844. if ( parameters.envMap ) {
  10845. switch ( parameters.combine ) {
  10846. case MultiplyOperation:
  10847. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10848. break;
  10849. case MixOperation:
  10850. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10851. break;
  10852. case AddOperation:
  10853. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10854. break;
  10855. }
  10856. }
  10857. return envMapBlendingDefine;
  10858. }
  10859. function WebGLProgram( renderer, cacheKey, parameters ) {
  10860. var gl = renderer.getContext();
  10861. var defines = parameters.defines;
  10862. var vertexShader = parameters.vertexShader;
  10863. var fragmentShader = parameters.fragmentShader;
  10864. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10865. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10866. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10867. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10868. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10869. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10870. var customDefines = generateDefines( defines );
  10871. var program = gl.createProgram();
  10872. var prefixVertex, prefixFragment;
  10873. if ( parameters.isRawShaderMaterial ) {
  10874. prefixVertex = [
  10875. customDefines
  10876. ].filter( filterEmptyLine ).join( '\n' );
  10877. if ( prefixVertex.length > 0 ) {
  10878. prefixVertex += '\n';
  10879. }
  10880. prefixFragment = [
  10881. customExtensions,
  10882. customDefines
  10883. ].filter( filterEmptyLine ).join( '\n' );
  10884. if ( prefixFragment.length > 0 ) {
  10885. prefixFragment += '\n';
  10886. }
  10887. } else {
  10888. prefixVertex = [
  10889. generatePrecision( parameters ),
  10890. '#define SHADER_NAME ' + parameters.shaderName,
  10891. customDefines,
  10892. parameters.instancing ? '#define USE_INSTANCING' : '',
  10893. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10894. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10895. '#define MAX_BONES ' + parameters.maxBones,
  10896. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10897. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10898. parameters.map ? '#define USE_MAP' : '',
  10899. parameters.envMap ? '#define USE_ENVMAP' : '',
  10900. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10901. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10902. parameters.aoMap ? '#define USE_AOMAP' : '',
  10903. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10904. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10905. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10906. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10907. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10908. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10909. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10910. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10911. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10912. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10913. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10914. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10915. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10916. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10917. parameters.vertexColors ? '#define USE_COLOR' : '',
  10918. parameters.vertexUvs ? '#define USE_UV' : '',
  10919. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10920. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10921. parameters.skinning ? '#define USE_SKINNING' : '',
  10922. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10923. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10924. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10925. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10926. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10927. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10928. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10929. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10930. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10931. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10932. 'uniform mat4 modelMatrix;',
  10933. 'uniform mat4 modelViewMatrix;',
  10934. 'uniform mat4 projectionMatrix;',
  10935. 'uniform mat4 viewMatrix;',
  10936. 'uniform mat3 normalMatrix;',
  10937. 'uniform vec3 cameraPosition;',
  10938. 'uniform bool isOrthographic;',
  10939. '#ifdef USE_INSTANCING',
  10940. ' attribute mat4 instanceMatrix;',
  10941. '#endif',
  10942. 'attribute vec3 position;',
  10943. 'attribute vec3 normal;',
  10944. 'attribute vec2 uv;',
  10945. '#ifdef USE_TANGENT',
  10946. ' attribute vec4 tangent;',
  10947. '#endif',
  10948. '#ifdef USE_COLOR',
  10949. ' attribute vec3 color;',
  10950. '#endif',
  10951. '#ifdef USE_MORPHTARGETS',
  10952. ' attribute vec3 morphTarget0;',
  10953. ' attribute vec3 morphTarget1;',
  10954. ' attribute vec3 morphTarget2;',
  10955. ' attribute vec3 morphTarget3;',
  10956. ' #ifdef USE_MORPHNORMALS',
  10957. ' attribute vec3 morphNormal0;',
  10958. ' attribute vec3 morphNormal1;',
  10959. ' attribute vec3 morphNormal2;',
  10960. ' attribute vec3 morphNormal3;',
  10961. ' #else',
  10962. ' attribute vec3 morphTarget4;',
  10963. ' attribute vec3 morphTarget5;',
  10964. ' attribute vec3 morphTarget6;',
  10965. ' attribute vec3 morphTarget7;',
  10966. ' #endif',
  10967. '#endif',
  10968. '#ifdef USE_SKINNING',
  10969. ' attribute vec4 skinIndex;',
  10970. ' attribute vec4 skinWeight;',
  10971. '#endif',
  10972. '\n'
  10973. ].filter( filterEmptyLine ).join( '\n' );
  10974. prefixFragment = [
  10975. customExtensions,
  10976. generatePrecision( parameters ),
  10977. '#define SHADER_NAME ' + parameters.shaderName,
  10978. customDefines,
  10979. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10980. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10981. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10982. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10983. parameters.map ? '#define USE_MAP' : '',
  10984. parameters.matcap ? '#define USE_MATCAP' : '',
  10985. parameters.envMap ? '#define USE_ENVMAP' : '',
  10986. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10987. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10988. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10989. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10990. parameters.aoMap ? '#define USE_AOMAP' : '',
  10991. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10992. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10993. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10994. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10995. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10996. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10997. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10998. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10999. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11000. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11001. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11002. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11003. parameters.sheen ? '#define USE_SHEEN' : '',
  11004. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11005. parameters.vertexColors ? '#define USE_COLOR' : '',
  11006. parameters.vertexUvs ? '#define USE_UV' : '',
  11007. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11008. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11009. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11010. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11011. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11012. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11013. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11014. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11015. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11016. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11017. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11018. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11019. 'uniform mat4 viewMatrix;',
  11020. 'uniform vec3 cameraPosition;',
  11021. 'uniform bool isOrthographic;',
  11022. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11023. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11024. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11025. parameters.dithering ? '#define DITHERING' : '',
  11026. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11027. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11028. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11029. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11030. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11031. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11032. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11033. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11034. '\n'
  11035. ].filter( filterEmptyLine ).join( '\n' );
  11036. }
  11037. vertexShader = resolveIncludes( vertexShader );
  11038. vertexShader = replaceLightNums( vertexShader, parameters );
  11039. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11040. fragmentShader = resolveIncludes( fragmentShader );
  11041. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11042. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11043. vertexShader = unrollLoops( vertexShader );
  11044. fragmentShader = unrollLoops( fragmentShader );
  11045. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11046. var isGLSL3ShaderMaterial = false;
  11047. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11048. if ( parameters.isShaderMaterial &&
  11049. vertexShader.match( versionRegex ) !== null &&
  11050. fragmentShader.match( versionRegex ) !== null ) {
  11051. isGLSL3ShaderMaterial = true;
  11052. vertexShader = vertexShader.replace( versionRegex, '' );
  11053. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11054. }
  11055. // GLSL 3.0 conversion
  11056. prefixVertex = [
  11057. '#version 300 es\n',
  11058. '#define attribute in',
  11059. '#define varying out',
  11060. '#define texture2D texture'
  11061. ].join( '\n' ) + '\n' + prefixVertex;
  11062. prefixFragment = [
  11063. '#version 300 es\n',
  11064. '#define varying in',
  11065. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11066. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11067. '#define gl_FragDepthEXT gl_FragDepth',
  11068. '#define texture2D texture',
  11069. '#define textureCube texture',
  11070. '#define texture2DProj textureProj',
  11071. '#define texture2DLodEXT textureLod',
  11072. '#define texture2DProjLodEXT textureProjLod',
  11073. '#define textureCubeLodEXT textureLod',
  11074. '#define texture2DGradEXT textureGrad',
  11075. '#define texture2DProjGradEXT textureProjGrad',
  11076. '#define textureCubeGradEXT textureGrad'
  11077. ].join( '\n' ) + '\n' + prefixFragment;
  11078. }
  11079. var vertexGlsl = prefixVertex + vertexShader;
  11080. var fragmentGlsl = prefixFragment + fragmentShader;
  11081. // console.log( '*VERTEX*', vertexGlsl );
  11082. // console.log( '*FRAGMENT*', fragmentGlsl );
  11083. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11084. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11085. gl.attachShader( program, glVertexShader );
  11086. gl.attachShader( program, glFragmentShader );
  11087. // Force a particular attribute to index 0.
  11088. if ( parameters.index0AttributeName !== undefined ) {
  11089. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11090. } else if ( parameters.morphTargets === true ) {
  11091. // programs with morphTargets displace position out of attribute 0
  11092. gl.bindAttribLocation( program, 0, 'position' );
  11093. }
  11094. gl.linkProgram( program );
  11095. // check for link errors
  11096. if ( renderer.debug.checkShaderErrors ) {
  11097. var programLog = gl.getProgramInfoLog( program ).trim();
  11098. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11099. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11100. var runnable = true;
  11101. var haveDiagnostics = true;
  11102. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11103. runnable = false;
  11104. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11105. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11106. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11107. } else if ( programLog !== '' ) {
  11108. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11109. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11110. haveDiagnostics = false;
  11111. }
  11112. if ( haveDiagnostics ) {
  11113. this.diagnostics = {
  11114. runnable: runnable,
  11115. programLog: programLog,
  11116. vertexShader: {
  11117. log: vertexLog,
  11118. prefix: prefixVertex
  11119. },
  11120. fragmentShader: {
  11121. log: fragmentLog,
  11122. prefix: prefixFragment
  11123. }
  11124. };
  11125. }
  11126. }
  11127. // Clean up
  11128. // Crashes in iOS9 and iOS10. #18402
  11129. // gl.detachShader( program, glVertexShader );
  11130. // gl.detachShader( program, glFragmentShader );
  11131. gl.deleteShader( glVertexShader );
  11132. gl.deleteShader( glFragmentShader );
  11133. // set up caching for uniform locations
  11134. var cachedUniforms;
  11135. this.getUniforms = function () {
  11136. if ( cachedUniforms === undefined ) {
  11137. cachedUniforms = new WebGLUniforms( gl, program );
  11138. }
  11139. return cachedUniforms;
  11140. };
  11141. // set up caching for attribute locations
  11142. var cachedAttributes;
  11143. this.getAttributes = function () {
  11144. if ( cachedAttributes === undefined ) {
  11145. cachedAttributes = fetchAttributeLocations( gl, program );
  11146. }
  11147. return cachedAttributes;
  11148. };
  11149. // free resource
  11150. this.destroy = function () {
  11151. gl.deleteProgram( program );
  11152. this.program = undefined;
  11153. };
  11154. //
  11155. this.name = parameters.shaderName;
  11156. this.id = programIdCount ++;
  11157. this.cacheKey = cacheKey;
  11158. this.usedTimes = 1;
  11159. this.program = program;
  11160. this.vertexShader = glVertexShader;
  11161. this.fragmentShader = glFragmentShader;
  11162. return this;
  11163. }
  11164. /**
  11165. * @author mrdoob / http://mrdoob.com/
  11166. */
  11167. function WebGLPrograms( renderer, extensions, capabilities ) {
  11168. var programs = [];
  11169. var isWebGL2 = capabilities.isWebGL2;
  11170. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11171. var floatVertexTextures = capabilities.floatVertexTextures;
  11172. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11173. var vertexTextures = capabilities.vertexTextures;
  11174. var precision = capabilities.precision;
  11175. var shaderIDs = {
  11176. MeshDepthMaterial: 'depth',
  11177. MeshDistanceMaterial: 'distanceRGBA',
  11178. MeshNormalMaterial: 'normal',
  11179. MeshBasicMaterial: 'basic',
  11180. MeshLambertMaterial: 'lambert',
  11181. MeshPhongMaterial: 'phong',
  11182. MeshToonMaterial: 'toon',
  11183. MeshStandardMaterial: 'physical',
  11184. MeshPhysicalMaterial: 'physical',
  11185. MeshMatcapMaterial: 'matcap',
  11186. LineBasicMaterial: 'basic',
  11187. LineDashedMaterial: 'dashed',
  11188. PointsMaterial: 'points',
  11189. ShadowMaterial: 'shadow',
  11190. SpriteMaterial: 'sprite'
  11191. };
  11192. var parameterNames = [
  11193. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11194. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11195. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11196. "roughnessMap", "metalnessMap", "gradientMap",
  11197. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11198. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11199. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11200. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11201. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11202. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11203. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11204. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11205. "sheen"
  11206. ];
  11207. function getShaderObject( material, shaderID ) {
  11208. var shaderobject;
  11209. if ( shaderID ) {
  11210. var shader = ShaderLib[ shaderID ];
  11211. shaderobject = {
  11212. name: material.name || material.type,
  11213. uniforms: UniformsUtils.clone( shader.uniforms ),
  11214. vertexShader: shader.vertexShader,
  11215. fragmentShader: shader.fragmentShader
  11216. };
  11217. } else {
  11218. shaderobject = {
  11219. name: material.name || material.type,
  11220. uniforms: material.uniforms,
  11221. vertexShader: material.vertexShader,
  11222. fragmentShader: material.fragmentShader
  11223. };
  11224. }
  11225. return shaderobject;
  11226. }
  11227. function allocateBones( object ) {
  11228. var skeleton = object.skeleton;
  11229. var bones = skeleton.bones;
  11230. if ( floatVertexTextures ) {
  11231. return 1024;
  11232. } else {
  11233. // default for when object is not specified
  11234. // ( for example when prebuilding shader to be used with multiple objects )
  11235. //
  11236. // - leave some extra space for other uniforms
  11237. // - limit here is ANGLE's 254 max uniform vectors
  11238. // (up to 54 should be safe)
  11239. var nVertexUniforms = maxVertexUniforms;
  11240. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11241. var maxBones = Math.min( nVertexMatrices, bones.length );
  11242. if ( maxBones < bones.length ) {
  11243. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11244. return 0;
  11245. }
  11246. return maxBones;
  11247. }
  11248. }
  11249. function getTextureEncodingFromMap( map ) {
  11250. var encoding;
  11251. if ( ! map ) {
  11252. encoding = LinearEncoding;
  11253. } else if ( map.isTexture ) {
  11254. encoding = map.encoding;
  11255. } else if ( map.isWebGLRenderTarget ) {
  11256. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11257. encoding = map.texture.encoding;
  11258. }
  11259. return encoding;
  11260. }
  11261. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11262. var fog = scene.fog;
  11263. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11264. var envMap = material.envMap || environment;
  11265. var shaderID = shaderIDs[ material.type ];
  11266. // heuristics to create shader parameters according to lights in the scene
  11267. // (not to blow over maxLights budget)
  11268. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11269. if ( material.precision !== null ) {
  11270. precision = capabilities.getMaxPrecision( material.precision );
  11271. if ( precision !== material.precision ) {
  11272. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11273. }
  11274. }
  11275. var shaderobject = getShaderObject( material, shaderID );
  11276. material.onBeforeCompile( shaderobject, renderer );
  11277. var currentRenderTarget = renderer.getRenderTarget();
  11278. var parameters = {
  11279. isWebGL2: isWebGL2,
  11280. shaderID: shaderID,
  11281. shaderName: shaderobject.name,
  11282. uniforms: shaderobject.uniforms,
  11283. vertexShader: shaderobject.vertexShader,
  11284. fragmentShader: shaderobject.fragmentShader,
  11285. defines: material.defines,
  11286. isRawShaderMaterial: material.isRawShaderMaterial,
  11287. isShaderMaterial: material.isShaderMaterial,
  11288. precision: precision,
  11289. instancing: object.isInstancedMesh === true,
  11290. supportsVertexTextures: vertexTextures,
  11291. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11292. map: !! material.map,
  11293. mapEncoding: getTextureEncodingFromMap( material.map ),
  11294. matcap: !! material.matcap,
  11295. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11296. envMap: !! envMap,
  11297. envMapMode: envMap && envMap.mapping,
  11298. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11299. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11300. lightMap: !! material.lightMap,
  11301. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11302. aoMap: !! material.aoMap,
  11303. emissiveMap: !! material.emissiveMap,
  11304. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11305. bumpMap: !! material.bumpMap,
  11306. normalMap: !! material.normalMap,
  11307. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11308. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11309. clearcoatMap: !! material.clearcoatMap,
  11310. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11311. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11312. displacementMap: !! material.displacementMap,
  11313. roughnessMap: !! material.roughnessMap,
  11314. metalnessMap: !! material.metalnessMap,
  11315. specularMap: !! material.specularMap,
  11316. alphaMap: !! material.alphaMap,
  11317. gradientMap: !! material.gradientMap,
  11318. sheen: !! material.sheen,
  11319. combine: material.combine,
  11320. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11321. vertexColors: material.vertexColors,
  11322. 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,
  11323. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11324. fog: !! fog,
  11325. useFog: material.fog,
  11326. fogExp2: ( fog && fog.isFogExp2 ),
  11327. flatShading: material.flatShading,
  11328. sizeAttenuation: material.sizeAttenuation,
  11329. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11330. skinning: material.skinning && maxBones > 0,
  11331. maxBones: maxBones,
  11332. useVertexTexture: floatVertexTextures,
  11333. morphTargets: material.morphTargets,
  11334. morphNormals: material.morphNormals,
  11335. maxMorphTargets: renderer.maxMorphTargets,
  11336. maxMorphNormals: renderer.maxMorphNormals,
  11337. numDirLights: lights.directional.length,
  11338. numPointLights: lights.point.length,
  11339. numSpotLights: lights.spot.length,
  11340. numRectAreaLights: lights.rectArea.length,
  11341. numHemiLights: lights.hemi.length,
  11342. numDirLightShadows: lights.directionalShadowMap.length,
  11343. numPointLightShadows: lights.pointShadowMap.length,
  11344. numSpotLightShadows: lights.spotShadowMap.length,
  11345. numClippingPlanes: nClipPlanes,
  11346. numClipIntersection: nClipIntersection,
  11347. dithering: material.dithering,
  11348. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11349. shadowMapType: renderer.shadowMap.type,
  11350. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11351. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11352. premultipliedAlpha: material.premultipliedAlpha,
  11353. alphaTest: material.alphaTest,
  11354. doubleSided: material.side === DoubleSide,
  11355. flipSided: material.side === BackSide,
  11356. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11357. index0AttributeName: material.index0AttributeName,
  11358. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11359. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11360. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11361. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11362. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11363. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11364. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11365. customProgramCacheKey: material.customProgramCacheKey()
  11366. };
  11367. return parameters;
  11368. }
  11369. function getProgramCacheKey( parameters ) {
  11370. var array = [];
  11371. if ( parameters.shaderID ) {
  11372. array.push( parameters.shaderID );
  11373. } else {
  11374. array.push( parameters.fragmentShader );
  11375. array.push( parameters.vertexShader );
  11376. }
  11377. if ( parameters.defines !== undefined ) {
  11378. for ( var name in parameters.defines ) {
  11379. array.push( name );
  11380. array.push( parameters.defines[ name ] );
  11381. }
  11382. }
  11383. if ( parameters.isRawShaderMaterial === undefined ) {
  11384. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11385. array.push( parameters[ parameterNames[ i ] ] );
  11386. }
  11387. array.push( renderer.outputEncoding );
  11388. array.push( renderer.gammaFactor );
  11389. }
  11390. array.push( parameters.customProgramCacheKey );
  11391. return array.join();
  11392. }
  11393. function acquireProgram( parameters, cacheKey ) {
  11394. var program;
  11395. // Check if code has been already compiled
  11396. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11397. var preexistingProgram = programs[ p ];
  11398. if ( preexistingProgram.cacheKey === cacheKey ) {
  11399. program = preexistingProgram;
  11400. ++ program.usedTimes;
  11401. break;
  11402. }
  11403. }
  11404. if ( program === undefined ) {
  11405. program = new WebGLProgram( renderer, cacheKey, parameters );
  11406. programs.push( program );
  11407. }
  11408. return program;
  11409. }
  11410. function releaseProgram( program ) {
  11411. if ( -- program.usedTimes === 0 ) {
  11412. // Remove from unordered set
  11413. var i = programs.indexOf( program );
  11414. programs[ i ] = programs[ programs.length - 1 ];
  11415. programs.pop();
  11416. // Free WebGL resources
  11417. program.destroy();
  11418. }
  11419. }
  11420. return {
  11421. getParameters: getParameters,
  11422. getProgramCacheKey: getProgramCacheKey,
  11423. acquireProgram: acquireProgram,
  11424. releaseProgram: releaseProgram,
  11425. // Exposed for resource monitoring & error feedback via renderer.info:
  11426. programs: programs
  11427. };
  11428. }
  11429. /**
  11430. * @author fordacious / fordacious.github.io
  11431. */
  11432. function WebGLProperties() {
  11433. var properties = new WeakMap();
  11434. function get( object ) {
  11435. var map = properties.get( object );
  11436. if ( map === undefined ) {
  11437. map = {};
  11438. properties.set( object, map );
  11439. }
  11440. return map;
  11441. }
  11442. function remove( object ) {
  11443. properties.delete( object );
  11444. }
  11445. function update( object, key, value ) {
  11446. properties.get( object )[ key ] = value;
  11447. }
  11448. function dispose() {
  11449. properties = new WeakMap();
  11450. }
  11451. return {
  11452. get: get,
  11453. remove: remove,
  11454. update: update,
  11455. dispose: dispose
  11456. };
  11457. }
  11458. /**
  11459. * @author mrdoob / http://mrdoob.com/
  11460. */
  11461. function painterSortStable( a, b ) {
  11462. if ( a.groupOrder !== b.groupOrder ) {
  11463. return a.groupOrder - b.groupOrder;
  11464. } else if ( a.renderOrder !== b.renderOrder ) {
  11465. return a.renderOrder - b.renderOrder;
  11466. } else if ( a.program !== b.program ) {
  11467. return a.program.id - b.program.id;
  11468. } else if ( a.material.id !== b.material.id ) {
  11469. return a.material.id - b.material.id;
  11470. } else if ( a.z !== b.z ) {
  11471. return a.z - b.z;
  11472. } else {
  11473. return a.id - b.id;
  11474. }
  11475. }
  11476. function reversePainterSortStable( a, b ) {
  11477. if ( a.groupOrder !== b.groupOrder ) {
  11478. return a.groupOrder - b.groupOrder;
  11479. } else if ( a.renderOrder !== b.renderOrder ) {
  11480. return a.renderOrder - b.renderOrder;
  11481. } else if ( a.z !== b.z ) {
  11482. return b.z - a.z;
  11483. } else {
  11484. return a.id - b.id;
  11485. }
  11486. }
  11487. function WebGLRenderList() {
  11488. var renderItems = [];
  11489. var renderItemsIndex = 0;
  11490. var opaque = [];
  11491. var transparent = [];
  11492. var defaultProgram = { id: - 1 };
  11493. function init() {
  11494. renderItemsIndex = 0;
  11495. opaque.length = 0;
  11496. transparent.length = 0;
  11497. }
  11498. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11499. var renderItem = renderItems[ renderItemsIndex ];
  11500. if ( renderItem === undefined ) {
  11501. renderItem = {
  11502. id: object.id,
  11503. object: object,
  11504. geometry: geometry,
  11505. material: material,
  11506. program: material.program || defaultProgram,
  11507. groupOrder: groupOrder,
  11508. renderOrder: object.renderOrder,
  11509. z: z,
  11510. group: group
  11511. };
  11512. renderItems[ renderItemsIndex ] = renderItem;
  11513. } else {
  11514. renderItem.id = object.id;
  11515. renderItem.object = object;
  11516. renderItem.geometry = geometry;
  11517. renderItem.material = material;
  11518. renderItem.program = material.program || defaultProgram;
  11519. renderItem.groupOrder = groupOrder;
  11520. renderItem.renderOrder = object.renderOrder;
  11521. renderItem.z = z;
  11522. renderItem.group = group;
  11523. }
  11524. renderItemsIndex ++;
  11525. return renderItem;
  11526. }
  11527. function push( object, geometry, material, groupOrder, z, group ) {
  11528. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11529. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11530. }
  11531. function unshift( object, geometry, material, groupOrder, z, group ) {
  11532. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11533. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11534. }
  11535. function sort( customOpaqueSort, customTransparentSort ) {
  11536. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11537. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11538. }
  11539. function finish() {
  11540. // Clear references from inactive renderItems in the list
  11541. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11542. var renderItem = renderItems[ i ];
  11543. if ( renderItem.id === null ) { break; }
  11544. renderItem.id = null;
  11545. renderItem.object = null;
  11546. renderItem.geometry = null;
  11547. renderItem.material = null;
  11548. renderItem.program = null;
  11549. renderItem.group = null;
  11550. }
  11551. }
  11552. return {
  11553. opaque: opaque,
  11554. transparent: transparent,
  11555. init: init,
  11556. push: push,
  11557. unshift: unshift,
  11558. finish: finish,
  11559. sort: sort
  11560. };
  11561. }
  11562. function WebGLRenderLists() {
  11563. var lists = new WeakMap();
  11564. function onSceneDispose( event ) {
  11565. var scene = event.target;
  11566. scene.removeEventListener( 'dispose', onSceneDispose );
  11567. lists.delete( scene );
  11568. }
  11569. function get( scene, camera ) {
  11570. var cameras = lists.get( scene );
  11571. var list;
  11572. if ( cameras === undefined ) {
  11573. list = new WebGLRenderList();
  11574. lists.set( scene, new WeakMap() );
  11575. lists.get( scene ).set( camera, list );
  11576. scene.addEventListener( 'dispose', onSceneDispose );
  11577. } else {
  11578. list = cameras.get( camera );
  11579. if ( list === undefined ) {
  11580. list = new WebGLRenderList();
  11581. cameras.set( camera, list );
  11582. }
  11583. }
  11584. return list;
  11585. }
  11586. function dispose() {
  11587. lists = new WeakMap();
  11588. }
  11589. return {
  11590. get: get,
  11591. dispose: dispose
  11592. };
  11593. }
  11594. /**
  11595. * @author mrdoob / http://mrdoob.com/
  11596. */
  11597. function UniformsCache() {
  11598. var lights = {};
  11599. return {
  11600. get: function ( light ) {
  11601. if ( lights[ light.id ] !== undefined ) {
  11602. return lights[ light.id ];
  11603. }
  11604. var uniforms;
  11605. switch ( light.type ) {
  11606. case 'DirectionalLight':
  11607. uniforms = {
  11608. direction: new Vector3(),
  11609. color: new Color()
  11610. };
  11611. break;
  11612. case 'SpotLight':
  11613. uniforms = {
  11614. position: new Vector3(),
  11615. direction: new Vector3(),
  11616. color: new Color(),
  11617. distance: 0,
  11618. coneCos: 0,
  11619. penumbraCos: 0,
  11620. decay: 0
  11621. };
  11622. break;
  11623. case 'PointLight':
  11624. uniforms = {
  11625. position: new Vector3(),
  11626. color: new Color(),
  11627. distance: 0,
  11628. decay: 0
  11629. };
  11630. break;
  11631. case 'HemisphereLight':
  11632. uniforms = {
  11633. direction: new Vector3(),
  11634. skyColor: new Color(),
  11635. groundColor: new Color()
  11636. };
  11637. break;
  11638. case 'RectAreaLight':
  11639. uniforms = {
  11640. color: new Color(),
  11641. position: new Vector3(),
  11642. halfWidth: new Vector3(),
  11643. halfHeight: new Vector3()
  11644. };
  11645. break;
  11646. }
  11647. lights[ light.id ] = uniforms;
  11648. return uniforms;
  11649. }
  11650. };
  11651. }
  11652. function ShadowUniformsCache() {
  11653. var lights = {};
  11654. return {
  11655. get: function ( light ) {
  11656. if ( lights[ light.id ] !== undefined ) {
  11657. return lights[ light.id ];
  11658. }
  11659. var uniforms;
  11660. switch ( light.type ) {
  11661. case 'DirectionalLight':
  11662. uniforms = {
  11663. shadowBias: 0,
  11664. shadowNormalOffset: 0,
  11665. shadowRadius: 1,
  11666. shadowMapSize: new Vector2()
  11667. };
  11668. break;
  11669. case 'SpotLight':
  11670. uniforms = {
  11671. shadowBias: 0,
  11672. shadowNormalOffset: 0,
  11673. shadowRadius: 1,
  11674. shadowMapSize: new Vector2()
  11675. };
  11676. break;
  11677. case 'PointLight':
  11678. uniforms = {
  11679. shadowBias: 0,
  11680. shadowNormalOffset: 0,
  11681. shadowRadius: 1,
  11682. shadowMapSize: new Vector2(),
  11683. shadowCameraNear: 1,
  11684. shadowCameraFar: 1000
  11685. };
  11686. break;
  11687. // TODO (abelnation): set RectAreaLight shadow uniforms
  11688. }
  11689. lights[ light.id ] = uniforms;
  11690. return uniforms;
  11691. }
  11692. };
  11693. }
  11694. var nextVersion = 0;
  11695. function shadowCastingLightsFirst( lightA, lightB ) {
  11696. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11697. }
  11698. function WebGLLights() {
  11699. var cache = new UniformsCache();
  11700. var shadowCache = ShadowUniformsCache();
  11701. var state = {
  11702. version: 0,
  11703. hash: {
  11704. directionalLength: - 1,
  11705. pointLength: - 1,
  11706. spotLength: - 1,
  11707. rectAreaLength: - 1,
  11708. hemiLength: - 1,
  11709. numDirectionalShadows: - 1,
  11710. numPointShadows: - 1,
  11711. numSpotShadows: - 1
  11712. },
  11713. ambient: [ 0, 0, 0 ],
  11714. probe: [],
  11715. directional: [],
  11716. directionalShadow: [],
  11717. directionalShadowMap: [],
  11718. directionalShadowMatrix: [],
  11719. spot: [],
  11720. spotShadow: [],
  11721. spotShadowMap: [],
  11722. spotShadowMatrix: [],
  11723. rectArea: [],
  11724. point: [],
  11725. pointShadow: [],
  11726. pointShadowMap: [],
  11727. pointShadowMatrix: [],
  11728. hemi: []
  11729. };
  11730. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11731. var vector3 = new Vector3();
  11732. var matrix4 = new Matrix4();
  11733. var matrix42 = new Matrix4();
  11734. function setup( lights, shadows, camera ) {
  11735. var r = 0, g = 0, b = 0;
  11736. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11737. var directionalLength = 0;
  11738. var pointLength = 0;
  11739. var spotLength = 0;
  11740. var rectAreaLength = 0;
  11741. var hemiLength = 0;
  11742. var numDirectionalShadows = 0;
  11743. var numPointShadows = 0;
  11744. var numSpotShadows = 0;
  11745. var viewMatrix = camera.matrixWorldInverse;
  11746. lights.sort( shadowCastingLightsFirst );
  11747. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  11748. var light = lights[ i$1 ];
  11749. var color = light.color;
  11750. var intensity = light.intensity;
  11751. var distance = light.distance;
  11752. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11753. if ( light.isAmbientLight ) {
  11754. r += color.r * intensity;
  11755. g += color.g * intensity;
  11756. b += color.b * intensity;
  11757. } else if ( light.isLightProbe ) {
  11758. for ( var j = 0; j < 9; j ++ ) {
  11759. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11760. }
  11761. } else if ( light.isDirectionalLight ) {
  11762. var uniforms = cache.get( light );
  11763. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11764. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11765. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11766. uniforms.direction.sub( vector3 );
  11767. uniforms.direction.transformDirection( viewMatrix );
  11768. if ( light.castShadow ) {
  11769. var shadow = light.shadow;
  11770. var shadowUniforms = shadowCache.get( light );
  11771. shadowUniforms.shadowBias = shadow.bias;
  11772. shadowUniforms.shadowNormalOffset = shadow.normalOffset;
  11773. shadowUniforms.shadowRadius = shadow.radius;
  11774. shadowUniforms.shadowMapSize = shadow.mapSize;
  11775. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11776. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11777. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11778. numDirectionalShadows ++;
  11779. }
  11780. state.directional[ directionalLength ] = uniforms;
  11781. directionalLength ++;
  11782. } else if ( light.isSpotLight ) {
  11783. var uniforms$1 = cache.get( light );
  11784. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  11785. uniforms$1.position.applyMatrix4( viewMatrix );
  11786. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  11787. uniforms$1.distance = distance;
  11788. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  11789. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11790. uniforms$1.direction.sub( vector3 );
  11791. uniforms$1.direction.transformDirection( viewMatrix );
  11792. uniforms$1.coneCos = Math.cos( light.angle );
  11793. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11794. uniforms$1.decay = light.decay;
  11795. if ( light.castShadow ) {
  11796. var shadow$1 = light.shadow;
  11797. var shadowUniforms$1 = shadowCache.get( light );
  11798. shadowUniforms$1.shadowBias = shadow$1.bias;
  11799. shadowUniforms$1.shadowNormalOffset = shadow$1.normalOffset;
  11800. shadowUniforms$1.shadowRadius = shadow$1.radius;
  11801. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  11802. state.spotShadow[ spotLength ] = shadowUniforms$1;
  11803. state.spotShadowMap[ spotLength ] = shadowMap;
  11804. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11805. numSpotShadows ++;
  11806. }
  11807. state.spot[ spotLength ] = uniforms$1;
  11808. spotLength ++;
  11809. } else if ( light.isRectAreaLight ) {
  11810. var uniforms$2 = cache.get( light );
  11811. // (a) intensity is the total visible light emitted
  11812. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11813. // (b) intensity is the brightness of the light
  11814. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  11815. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  11816. uniforms$2.position.applyMatrix4( viewMatrix );
  11817. // extract local rotation of light to derive width/height half vectors
  11818. matrix42.identity();
  11819. matrix4.copy( light.matrixWorld );
  11820. matrix4.premultiply( viewMatrix );
  11821. matrix42.extractRotation( matrix4 );
  11822. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11823. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11824. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  11825. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  11826. // TODO (abelnation): RectAreaLight distance?
  11827. // uniforms.distance = distance;
  11828. state.rectArea[ rectAreaLength ] = uniforms$2;
  11829. rectAreaLength ++;
  11830. } else if ( light.isPointLight ) {
  11831. var uniforms$3 = cache.get( light );
  11832. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  11833. uniforms$3.position.applyMatrix4( viewMatrix );
  11834. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  11835. uniforms$3.distance = light.distance;
  11836. uniforms$3.decay = light.decay;
  11837. if ( light.castShadow ) {
  11838. var shadow$2 = light.shadow;
  11839. var shadowUniforms$2 = shadowCache.get( light );
  11840. shadowUniforms$2.shadowBias = shadow$2.bias;
  11841. shadowUniforms$2.shadowNormalOffset = shadow$2.normalOffset;
  11842. shadowUniforms$2.shadowRadius = shadow$2.radius;
  11843. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  11844. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  11845. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  11846. state.pointShadow[ pointLength ] = shadowUniforms$2;
  11847. state.pointShadowMap[ pointLength ] = shadowMap;
  11848. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11849. numPointShadows ++;
  11850. }
  11851. state.point[ pointLength ] = uniforms$3;
  11852. pointLength ++;
  11853. } else if ( light.isHemisphereLight ) {
  11854. var uniforms$4 = cache.get( light );
  11855. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  11856. uniforms$4.direction.transformDirection( viewMatrix );
  11857. uniforms$4.direction.normalize();
  11858. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  11859. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11860. state.hemi[ hemiLength ] = uniforms$4;
  11861. hemiLength ++;
  11862. }
  11863. }
  11864. state.ambient[ 0 ] = r;
  11865. state.ambient[ 1 ] = g;
  11866. state.ambient[ 2 ] = b;
  11867. var hash = state.hash;
  11868. if ( hash.directionalLength !== directionalLength ||
  11869. hash.pointLength !== pointLength ||
  11870. hash.spotLength !== spotLength ||
  11871. hash.rectAreaLength !== rectAreaLength ||
  11872. hash.hemiLength !== hemiLength ||
  11873. hash.numDirectionalShadows !== numDirectionalShadows ||
  11874. hash.numPointShadows !== numPointShadows ||
  11875. hash.numSpotShadows !== numSpotShadows ) {
  11876. state.directional.length = directionalLength;
  11877. state.spot.length = spotLength;
  11878. state.rectArea.length = rectAreaLength;
  11879. state.point.length = pointLength;
  11880. state.hemi.length = hemiLength;
  11881. state.directionalShadow.length = numDirectionalShadows;
  11882. state.directionalShadowMap.length = numDirectionalShadows;
  11883. state.pointShadow.length = numPointShadows;
  11884. state.pointShadowMap.length = numPointShadows;
  11885. state.spotShadow.length = numSpotShadows;
  11886. state.spotShadowMap.length = numSpotShadows;
  11887. state.directionalShadowMatrix.length = numDirectionalShadows;
  11888. state.pointShadowMatrix.length = numPointShadows;
  11889. state.spotShadowMatrix.length = numSpotShadows;
  11890. hash.directionalLength = directionalLength;
  11891. hash.pointLength = pointLength;
  11892. hash.spotLength = spotLength;
  11893. hash.rectAreaLength = rectAreaLength;
  11894. hash.hemiLength = hemiLength;
  11895. hash.numDirectionalShadows = numDirectionalShadows;
  11896. hash.numPointShadows = numPointShadows;
  11897. hash.numSpotShadows = numSpotShadows;
  11898. state.version = nextVersion ++;
  11899. }
  11900. }
  11901. return {
  11902. setup: setup,
  11903. state: state
  11904. };
  11905. }
  11906. /**
  11907. * @author Mugen87 / https://github.com/Mugen87
  11908. */
  11909. function WebGLRenderState() {
  11910. var lights = new WebGLLights();
  11911. var lightsArray = [];
  11912. var shadowsArray = [];
  11913. function init() {
  11914. lightsArray.length = 0;
  11915. shadowsArray.length = 0;
  11916. }
  11917. function pushLight( light ) {
  11918. lightsArray.push( light );
  11919. }
  11920. function pushShadow( shadowLight ) {
  11921. shadowsArray.push( shadowLight );
  11922. }
  11923. function setupLights( camera ) {
  11924. lights.setup( lightsArray, shadowsArray, camera );
  11925. }
  11926. var state = {
  11927. lightsArray: lightsArray,
  11928. shadowsArray: shadowsArray,
  11929. lights: lights
  11930. };
  11931. return {
  11932. init: init,
  11933. state: state,
  11934. setupLights: setupLights,
  11935. pushLight: pushLight,
  11936. pushShadow: pushShadow
  11937. };
  11938. }
  11939. function WebGLRenderStates() {
  11940. var renderStates = new WeakMap();
  11941. function onSceneDispose( event ) {
  11942. var scene = event.target;
  11943. scene.removeEventListener( 'dispose', onSceneDispose );
  11944. renderStates.delete( scene );
  11945. }
  11946. function get( scene, camera ) {
  11947. var renderState;
  11948. if ( renderStates.has( scene ) === false ) {
  11949. renderState = new WebGLRenderState();
  11950. renderStates.set( scene, new WeakMap() );
  11951. renderStates.get( scene ).set( camera, renderState );
  11952. scene.addEventListener( 'dispose', onSceneDispose );
  11953. } else {
  11954. if ( renderStates.get( scene ).has( camera ) === false ) {
  11955. renderState = new WebGLRenderState();
  11956. renderStates.get( scene ).set( camera, renderState );
  11957. } else {
  11958. renderState = renderStates.get( scene ).get( camera );
  11959. }
  11960. }
  11961. return renderState;
  11962. }
  11963. function dispose() {
  11964. renderStates = new WeakMap();
  11965. }
  11966. return {
  11967. get: get,
  11968. dispose: dispose
  11969. };
  11970. }
  11971. /**
  11972. * @author mrdoob / http://mrdoob.com/
  11973. * @author alteredq / http://alteredqualia.com/
  11974. * @author bhouston / https://clara.io
  11975. * @author WestLangley / http://github.com/WestLangley
  11976. *
  11977. * parameters = {
  11978. *
  11979. * opacity: <float>,
  11980. *
  11981. * map: new THREE.Texture( <Image> ),
  11982. *
  11983. * alphaMap: new THREE.Texture( <Image> ),
  11984. *
  11985. * displacementMap: new THREE.Texture( <Image> ),
  11986. * displacementScale: <float>,
  11987. * displacementBias: <float>,
  11988. *
  11989. * wireframe: <boolean>,
  11990. * wireframeLinewidth: <float>
  11991. * }
  11992. */
  11993. function MeshDepthMaterial( parameters ) {
  11994. Material.call( this );
  11995. this.type = 'MeshDepthMaterial';
  11996. this.depthPacking = BasicDepthPacking;
  11997. this.skinning = false;
  11998. this.morphTargets = false;
  11999. this.map = null;
  12000. this.alphaMap = null;
  12001. this.displacementMap = null;
  12002. this.displacementScale = 1;
  12003. this.displacementBias = 0;
  12004. this.wireframe = false;
  12005. this.wireframeLinewidth = 1;
  12006. this.fog = false;
  12007. this.setValues( parameters );
  12008. }
  12009. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12010. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12011. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12012. MeshDepthMaterial.prototype.copy = function ( source ) {
  12013. Material.prototype.copy.call( this, source );
  12014. this.depthPacking = source.depthPacking;
  12015. this.skinning = source.skinning;
  12016. this.morphTargets = source.morphTargets;
  12017. this.map = source.map;
  12018. this.alphaMap = source.alphaMap;
  12019. this.displacementMap = source.displacementMap;
  12020. this.displacementScale = source.displacementScale;
  12021. this.displacementBias = source.displacementBias;
  12022. this.wireframe = source.wireframe;
  12023. this.wireframeLinewidth = source.wireframeLinewidth;
  12024. return this;
  12025. };
  12026. /**
  12027. * @author WestLangley / http://github.com/WestLangley
  12028. *
  12029. * parameters = {
  12030. *
  12031. * referencePosition: <float>,
  12032. * nearDistance: <float>,
  12033. * farDistance: <float>,
  12034. *
  12035. * skinning: <bool>,
  12036. * morphTargets: <bool>,
  12037. *
  12038. * map: new THREE.Texture( <Image> ),
  12039. *
  12040. * alphaMap: new THREE.Texture( <Image> ),
  12041. *
  12042. * displacementMap: new THREE.Texture( <Image> ),
  12043. * displacementScale: <float>,
  12044. * displacementBias: <float>
  12045. *
  12046. * }
  12047. */
  12048. function MeshDistanceMaterial( parameters ) {
  12049. Material.call( this );
  12050. this.type = 'MeshDistanceMaterial';
  12051. this.referencePosition = new Vector3();
  12052. this.nearDistance = 1;
  12053. this.farDistance = 1000;
  12054. this.skinning = false;
  12055. this.morphTargets = false;
  12056. this.map = null;
  12057. this.alphaMap = null;
  12058. this.displacementMap = null;
  12059. this.displacementScale = 1;
  12060. this.displacementBias = 0;
  12061. this.fog = false;
  12062. this.setValues( parameters );
  12063. }
  12064. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12065. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12066. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12067. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12068. Material.prototype.copy.call( this, source );
  12069. this.referencePosition.copy( source.referencePosition );
  12070. this.nearDistance = source.nearDistance;
  12071. this.farDistance = source.farDistance;
  12072. this.skinning = source.skinning;
  12073. this.morphTargets = source.morphTargets;
  12074. this.map = source.map;
  12075. this.alphaMap = source.alphaMap;
  12076. this.displacementMap = source.displacementMap;
  12077. this.displacementScale = source.displacementScale;
  12078. this.displacementBias = source.displacementBias;
  12079. return this;
  12080. };
  12081. 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}";
  12082. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12083. /**
  12084. * @author alteredq / http://alteredqualia.com/
  12085. * @author mrdoob / http://mrdoob.com/
  12086. */
  12087. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12088. var _frustum = new Frustum();
  12089. var _shadowMapSize = new Vector2(),
  12090. _viewportSize = new Vector2(),
  12091. _viewport = new Vector4(),
  12092. _depthMaterials = [],
  12093. _distanceMaterials = [],
  12094. _materialCache = {};
  12095. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12096. var shadowMaterialVertical = new ShaderMaterial( {
  12097. defines: {
  12098. SAMPLE_RATE: 2.0 / 8.0,
  12099. HALF_SAMPLE_RATE: 1.0 / 8.0
  12100. },
  12101. uniforms: {
  12102. shadow_pass: { value: null },
  12103. resolution: { value: new Vector2() },
  12104. radius: { value: 4.0 }
  12105. },
  12106. vertexShader: vsm_vert,
  12107. fragmentShader: vsm_frag
  12108. } );
  12109. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12110. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12111. var fullScreenTri = new BufferGeometry();
  12112. fullScreenTri.setAttribute(
  12113. "position",
  12114. new BufferAttribute(
  12115. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12116. 3
  12117. )
  12118. );
  12119. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12120. var scope = this;
  12121. this.enabled = false;
  12122. this.autoUpdate = true;
  12123. this.needsUpdate = false;
  12124. this.type = PCFShadowMap;
  12125. this.render = function ( lights, scene, camera ) {
  12126. if ( scope.enabled === false ) { return; }
  12127. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12128. if ( lights.length === 0 ) { return; }
  12129. var currentRenderTarget = _renderer.getRenderTarget();
  12130. var activeCubeFace = _renderer.getActiveCubeFace();
  12131. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12132. var _state = _renderer.state;
  12133. // Set GL state for depth map.
  12134. _state.setBlending( NoBlending );
  12135. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12136. _state.buffers.depth.setTest( true );
  12137. _state.setScissorTest( false );
  12138. // render depth map
  12139. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12140. var light = lights[ i ];
  12141. var shadow = light.shadow;
  12142. if ( shadow === undefined ) {
  12143. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12144. continue;
  12145. }
  12146. _shadowMapSize.copy( shadow.mapSize );
  12147. var shadowFrameExtents = shadow.getFrameExtents();
  12148. _shadowMapSize.multiply( shadowFrameExtents );
  12149. _viewportSize.copy( shadow.mapSize );
  12150. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12151. if ( _shadowMapSize.x > maxTextureSize ) {
  12152. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12153. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12154. shadow.mapSize.x = _viewportSize.x;
  12155. }
  12156. if ( _shadowMapSize.y > maxTextureSize ) {
  12157. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12158. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12159. shadow.mapSize.y = _viewportSize.y;
  12160. }
  12161. }
  12162. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12163. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12164. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12165. shadow.map.texture.name = light.name + ".shadowMap";
  12166. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12167. shadow.camera.updateProjectionMatrix();
  12168. }
  12169. if ( shadow.map === null ) {
  12170. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12171. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12172. shadow.map.texture.name = light.name + ".shadowMap";
  12173. shadow.camera.updateProjectionMatrix();
  12174. }
  12175. _renderer.setRenderTarget( shadow.map );
  12176. _renderer.clear();
  12177. var viewportCount = shadow.getViewportCount();
  12178. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12179. var viewport = shadow.getViewport( vp );
  12180. _viewport.set(
  12181. _viewportSize.x * viewport.x,
  12182. _viewportSize.y * viewport.y,
  12183. _viewportSize.x * viewport.z,
  12184. _viewportSize.y * viewport.w
  12185. );
  12186. _state.viewport( _viewport );
  12187. shadow.updateMatrices( light, vp );
  12188. _frustum = shadow.getFrustum();
  12189. renderObject( scene, camera, shadow.camera, light, this.type );
  12190. }
  12191. // do blur pass for VSM
  12192. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12193. VSMPass( shadow, camera );
  12194. }
  12195. }
  12196. scope.needsUpdate = false;
  12197. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12198. };
  12199. function VSMPass( shadow, camera ) {
  12200. var geometry = _objects.update( fullScreenMesh );
  12201. // vertical pass
  12202. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12203. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12204. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12205. _renderer.setRenderTarget( shadow.mapPass );
  12206. _renderer.clear();
  12207. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12208. // horizonal pass
  12209. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12210. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12211. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12212. _renderer.setRenderTarget( shadow.map );
  12213. _renderer.clear();
  12214. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12215. }
  12216. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12217. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12218. var material = _depthMaterials[ index ];
  12219. if ( material === undefined ) {
  12220. material = new MeshDepthMaterial( {
  12221. depthPacking: RGBADepthPacking,
  12222. morphTargets: useMorphing,
  12223. skinning: useSkinning
  12224. } );
  12225. _depthMaterials[ index ] = material;
  12226. }
  12227. return material;
  12228. }
  12229. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12230. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12231. var material = _distanceMaterials[ index ];
  12232. if ( material === undefined ) {
  12233. material = new MeshDistanceMaterial( {
  12234. morphTargets: useMorphing,
  12235. skinning: useSkinning
  12236. } );
  12237. _distanceMaterials[ index ] = material;
  12238. }
  12239. return material;
  12240. }
  12241. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12242. var result = null;
  12243. var getMaterialVariant = getDepthMaterialVariant;
  12244. var customMaterial = object.customDepthMaterial;
  12245. if ( light.isPointLight === true ) {
  12246. getMaterialVariant = getDistanceMaterialVariant;
  12247. customMaterial = object.customDistanceMaterial;
  12248. }
  12249. if ( customMaterial === undefined ) {
  12250. var useMorphing = false;
  12251. if ( material.morphTargets === true ) {
  12252. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12253. }
  12254. var useSkinning = false;
  12255. if ( object.isSkinnedMesh === true ) {
  12256. if ( material.skinning === true ) {
  12257. useSkinning = true;
  12258. } else {
  12259. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12260. }
  12261. }
  12262. var useInstancing = object.isInstancedMesh === true;
  12263. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12264. } else {
  12265. result = customMaterial;
  12266. }
  12267. if ( _renderer.localClippingEnabled &&
  12268. material.clipShadows === true &&
  12269. material.clippingPlanes.length !== 0 ) {
  12270. // in this case we need a unique material instance reflecting the
  12271. // appropriate state
  12272. var keyA = result.uuid, keyB = material.uuid;
  12273. var materialsForVariant = _materialCache[ keyA ];
  12274. if ( materialsForVariant === undefined ) {
  12275. materialsForVariant = {};
  12276. _materialCache[ keyA ] = materialsForVariant;
  12277. }
  12278. var cachedMaterial = materialsForVariant[ keyB ];
  12279. if ( cachedMaterial === undefined ) {
  12280. cachedMaterial = result.clone();
  12281. materialsForVariant[ keyB ] = cachedMaterial;
  12282. }
  12283. result = cachedMaterial;
  12284. }
  12285. result.visible = material.visible;
  12286. result.wireframe = material.wireframe;
  12287. if ( type === VSMShadowMap ) {
  12288. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12289. } else {
  12290. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12291. }
  12292. result.clipShadows = material.clipShadows;
  12293. result.clippingPlanes = material.clippingPlanes;
  12294. result.clipIntersection = material.clipIntersection;
  12295. result.wireframeLinewidth = material.wireframeLinewidth;
  12296. result.linewidth = material.linewidth;
  12297. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12298. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12299. result.nearDistance = shadowCameraNear;
  12300. result.farDistance = shadowCameraFar;
  12301. }
  12302. return result;
  12303. }
  12304. function renderObject( object, camera, shadowCamera, light, type ) {
  12305. if ( object.visible === false ) { return; }
  12306. var visible = object.layers.test( camera.layers );
  12307. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12308. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12309. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12310. var geometry = _objects.update( object );
  12311. var material = object.material;
  12312. if ( Array.isArray( material ) ) {
  12313. var groups = geometry.groups;
  12314. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12315. var group = groups[ k ];
  12316. var groupMaterial = material[ group.materialIndex ];
  12317. if ( groupMaterial && groupMaterial.visible ) {
  12318. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12319. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12320. }
  12321. }
  12322. } else if ( material.visible ) {
  12323. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12324. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12325. }
  12326. }
  12327. }
  12328. var children = object.children;
  12329. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12330. renderObject( children[ i ], camera, shadowCamera, light, type );
  12331. }
  12332. }
  12333. }
  12334. /**
  12335. * @author mrdoob / http://mrdoob.com/
  12336. */
  12337. function WebGLState( gl, extensions, capabilities ) {
  12338. var isWebGL2 = capabilities.isWebGL2;
  12339. function ColorBuffer() {
  12340. var locked = false;
  12341. var color = new Vector4();
  12342. var currentColorMask = null;
  12343. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12344. return {
  12345. setMask: function ( colorMask ) {
  12346. if ( currentColorMask !== colorMask && ! locked ) {
  12347. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12348. currentColorMask = colorMask;
  12349. }
  12350. },
  12351. setLocked: function ( lock ) {
  12352. locked = lock;
  12353. },
  12354. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12355. if ( premultipliedAlpha === true ) {
  12356. r *= a; g *= a; b *= a;
  12357. }
  12358. color.set( r, g, b, a );
  12359. if ( currentColorClear.equals( color ) === false ) {
  12360. gl.clearColor( r, g, b, a );
  12361. currentColorClear.copy( color );
  12362. }
  12363. },
  12364. reset: function () {
  12365. locked = false;
  12366. currentColorMask = null;
  12367. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12368. }
  12369. };
  12370. }
  12371. function DepthBuffer() {
  12372. var locked = false;
  12373. var currentDepthMask = null;
  12374. var currentDepthFunc = null;
  12375. var currentDepthClear = null;
  12376. return {
  12377. setTest: function ( depthTest ) {
  12378. if ( depthTest ) {
  12379. enable( 2929 );
  12380. } else {
  12381. disable( 2929 );
  12382. }
  12383. },
  12384. setMask: function ( depthMask ) {
  12385. if ( currentDepthMask !== depthMask && ! locked ) {
  12386. gl.depthMask( depthMask );
  12387. currentDepthMask = depthMask;
  12388. }
  12389. },
  12390. setFunc: function ( depthFunc ) {
  12391. if ( currentDepthFunc !== depthFunc ) {
  12392. if ( depthFunc ) {
  12393. switch ( depthFunc ) {
  12394. case NeverDepth:
  12395. gl.depthFunc( 512 );
  12396. break;
  12397. case AlwaysDepth:
  12398. gl.depthFunc( 519 );
  12399. break;
  12400. case LessDepth:
  12401. gl.depthFunc( 513 );
  12402. break;
  12403. case LessEqualDepth:
  12404. gl.depthFunc( 515 );
  12405. break;
  12406. case EqualDepth:
  12407. gl.depthFunc( 514 );
  12408. break;
  12409. case GreaterEqualDepth:
  12410. gl.depthFunc( 518 );
  12411. break;
  12412. case GreaterDepth:
  12413. gl.depthFunc( 516 );
  12414. break;
  12415. case NotEqualDepth:
  12416. gl.depthFunc( 517 );
  12417. break;
  12418. default:
  12419. gl.depthFunc( 515 );
  12420. }
  12421. } else {
  12422. gl.depthFunc( 515 );
  12423. }
  12424. currentDepthFunc = depthFunc;
  12425. }
  12426. },
  12427. setLocked: function ( lock ) {
  12428. locked = lock;
  12429. },
  12430. setClear: function ( depth ) {
  12431. if ( currentDepthClear !== depth ) {
  12432. gl.clearDepth( depth );
  12433. currentDepthClear = depth;
  12434. }
  12435. },
  12436. reset: function () {
  12437. locked = false;
  12438. currentDepthMask = null;
  12439. currentDepthFunc = null;
  12440. currentDepthClear = null;
  12441. }
  12442. };
  12443. }
  12444. function StencilBuffer() {
  12445. var locked = false;
  12446. var currentStencilMask = null;
  12447. var currentStencilFunc = null;
  12448. var currentStencilRef = null;
  12449. var currentStencilFuncMask = null;
  12450. var currentStencilFail = null;
  12451. var currentStencilZFail = null;
  12452. var currentStencilZPass = null;
  12453. var currentStencilClear = null;
  12454. return {
  12455. setTest: function ( stencilTest ) {
  12456. if ( ! locked ) {
  12457. if ( stencilTest ) {
  12458. enable( 2960 );
  12459. } else {
  12460. disable( 2960 );
  12461. }
  12462. }
  12463. },
  12464. setMask: function ( stencilMask ) {
  12465. if ( currentStencilMask !== stencilMask && ! locked ) {
  12466. gl.stencilMask( stencilMask );
  12467. currentStencilMask = stencilMask;
  12468. }
  12469. },
  12470. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12471. if ( currentStencilFunc !== stencilFunc ||
  12472. currentStencilRef !== stencilRef ||
  12473. currentStencilFuncMask !== stencilMask ) {
  12474. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12475. currentStencilFunc = stencilFunc;
  12476. currentStencilRef = stencilRef;
  12477. currentStencilFuncMask = stencilMask;
  12478. }
  12479. },
  12480. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12481. if ( currentStencilFail !== stencilFail ||
  12482. currentStencilZFail !== stencilZFail ||
  12483. currentStencilZPass !== stencilZPass ) {
  12484. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12485. currentStencilFail = stencilFail;
  12486. currentStencilZFail = stencilZFail;
  12487. currentStencilZPass = stencilZPass;
  12488. }
  12489. },
  12490. setLocked: function ( lock ) {
  12491. locked = lock;
  12492. },
  12493. setClear: function ( stencil ) {
  12494. if ( currentStencilClear !== stencil ) {
  12495. gl.clearStencil( stencil );
  12496. currentStencilClear = stencil;
  12497. }
  12498. },
  12499. reset: function () {
  12500. locked = false;
  12501. currentStencilMask = null;
  12502. currentStencilFunc = null;
  12503. currentStencilRef = null;
  12504. currentStencilFuncMask = null;
  12505. currentStencilFail = null;
  12506. currentStencilZFail = null;
  12507. currentStencilZPass = null;
  12508. currentStencilClear = null;
  12509. }
  12510. };
  12511. }
  12512. //
  12513. var colorBuffer = new ColorBuffer();
  12514. var depthBuffer = new DepthBuffer();
  12515. var stencilBuffer = new StencilBuffer();
  12516. var maxVertexAttributes = gl.getParameter( 34921 );
  12517. var newAttributes = new Uint8Array( maxVertexAttributes );
  12518. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12519. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12520. var enabledCapabilities = {};
  12521. var currentProgram = null;
  12522. var currentBlendingEnabled = null;
  12523. var currentBlending = null;
  12524. var currentBlendEquation = null;
  12525. var currentBlendSrc = null;
  12526. var currentBlendDst = null;
  12527. var currentBlendEquationAlpha = null;
  12528. var currentBlendSrcAlpha = null;
  12529. var currentBlendDstAlpha = null;
  12530. var currentPremultipledAlpha = false;
  12531. var currentFlipSided = null;
  12532. var currentCullFace = null;
  12533. var currentLineWidth = null;
  12534. var currentPolygonOffsetFactor = null;
  12535. var currentPolygonOffsetUnits = null;
  12536. var maxTextures = gl.getParameter( 35661 );
  12537. var lineWidthAvailable = false;
  12538. var version = 0;
  12539. var glVersion = gl.getParameter( 7938 );
  12540. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12541. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12542. lineWidthAvailable = ( version >= 1.0 );
  12543. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12544. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12545. lineWidthAvailable = ( version >= 2.0 );
  12546. }
  12547. var currentTextureSlot = null;
  12548. var currentBoundTextures = {};
  12549. var currentScissor = new Vector4();
  12550. var currentViewport = new Vector4();
  12551. function createTexture( type, target, count ) {
  12552. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12553. var texture = gl.createTexture();
  12554. gl.bindTexture( type, texture );
  12555. gl.texParameteri( type, 10241, 9728 );
  12556. gl.texParameteri( type, 10240, 9728 );
  12557. for ( var i = 0; i < count; i ++ ) {
  12558. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12559. }
  12560. return texture;
  12561. }
  12562. var emptyTextures = {};
  12563. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12564. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12565. // init
  12566. colorBuffer.setClear( 0, 0, 0, 1 );
  12567. depthBuffer.setClear( 1 );
  12568. stencilBuffer.setClear( 0 );
  12569. enable( 2929 );
  12570. depthBuffer.setFunc( LessEqualDepth );
  12571. setFlipSided( false );
  12572. setCullFace( CullFaceBack );
  12573. enable( 2884 );
  12574. setBlending( NoBlending );
  12575. //
  12576. function initAttributes() {
  12577. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12578. newAttributes[ i ] = 0;
  12579. }
  12580. }
  12581. function enableAttribute( attribute ) {
  12582. enableAttributeAndDivisor( attribute, 0 );
  12583. }
  12584. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12585. newAttributes[ attribute ] = 1;
  12586. if ( enabledAttributes[ attribute ] === 0 ) {
  12587. gl.enableVertexAttribArray( attribute );
  12588. enabledAttributes[ attribute ] = 1;
  12589. }
  12590. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12591. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12592. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12593. attributeDivisors[ attribute ] = meshPerAttribute;
  12594. }
  12595. }
  12596. function disableUnusedAttributes() {
  12597. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12598. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12599. gl.disableVertexAttribArray( i );
  12600. enabledAttributes[ i ] = 0;
  12601. }
  12602. }
  12603. }
  12604. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12605. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12606. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12607. } else {
  12608. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12609. }
  12610. }
  12611. function enable( id ) {
  12612. if ( enabledCapabilities[ id ] !== true ) {
  12613. gl.enable( id );
  12614. enabledCapabilities[ id ] = true;
  12615. }
  12616. }
  12617. function disable( id ) {
  12618. if ( enabledCapabilities[ id ] !== false ) {
  12619. gl.disable( id );
  12620. enabledCapabilities[ id ] = false;
  12621. }
  12622. }
  12623. function useProgram( program ) {
  12624. if ( currentProgram !== program ) {
  12625. gl.useProgram( program );
  12626. currentProgram = program;
  12627. return true;
  12628. }
  12629. return false;
  12630. }
  12631. var equationToGL = {};
  12632. equationToGL[ AddEquation ] = 32774;
  12633. equationToGL[ SubtractEquation ] = 32778;
  12634. equationToGL[ ReverseSubtractEquation ] = 32779;
  12635. if ( isWebGL2 ) {
  12636. equationToGL[ MinEquation ] = 32775;
  12637. equationToGL[ MaxEquation ] = 32776;
  12638. } else {
  12639. var extension = extensions.get( 'EXT_blend_minmax' );
  12640. if ( extension !== null ) {
  12641. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12642. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12643. }
  12644. }
  12645. var factorToGL = {};
  12646. factorToGL[ ZeroFactor ] = 0;
  12647. factorToGL[ OneFactor ] = 1;
  12648. factorToGL[ SrcColorFactor ] = 768;
  12649. factorToGL[ SrcAlphaFactor ] = 770;
  12650. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12651. factorToGL[ DstColorFactor ] = 774;
  12652. factorToGL[ DstAlphaFactor ] = 772;
  12653. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12654. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12655. factorToGL[ OneMinusDstColorFactor ] = 775;
  12656. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12657. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12658. if ( blending === NoBlending ) {
  12659. if ( currentBlendingEnabled ) {
  12660. disable( 3042 );
  12661. currentBlendingEnabled = false;
  12662. }
  12663. return;
  12664. }
  12665. if ( ! currentBlendingEnabled ) {
  12666. enable( 3042 );
  12667. currentBlendingEnabled = true;
  12668. }
  12669. if ( blending !== CustomBlending ) {
  12670. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12671. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12672. gl.blendEquation( 32774 );
  12673. currentBlendEquation = AddEquation;
  12674. currentBlendEquationAlpha = AddEquation;
  12675. }
  12676. if ( premultipliedAlpha ) {
  12677. switch ( blending ) {
  12678. case NormalBlending:
  12679. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12680. break;
  12681. case AdditiveBlending:
  12682. gl.blendFunc( 1, 1 );
  12683. break;
  12684. case SubtractiveBlending:
  12685. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12686. break;
  12687. case MultiplyBlending:
  12688. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12689. break;
  12690. default:
  12691. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12692. break;
  12693. }
  12694. } else {
  12695. switch ( blending ) {
  12696. case NormalBlending:
  12697. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12698. break;
  12699. case AdditiveBlending:
  12700. gl.blendFunc( 770, 1 );
  12701. break;
  12702. case SubtractiveBlending:
  12703. gl.blendFunc( 0, 769 );
  12704. break;
  12705. case MultiplyBlending:
  12706. gl.blendFunc( 0, 768 );
  12707. break;
  12708. default:
  12709. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12710. break;
  12711. }
  12712. }
  12713. currentBlendSrc = null;
  12714. currentBlendDst = null;
  12715. currentBlendSrcAlpha = null;
  12716. currentBlendDstAlpha = null;
  12717. currentBlending = blending;
  12718. currentPremultipledAlpha = premultipliedAlpha;
  12719. }
  12720. return;
  12721. }
  12722. // custom blending
  12723. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12724. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12725. blendDstAlpha = blendDstAlpha || blendDst;
  12726. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12727. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12728. currentBlendEquation = blendEquation;
  12729. currentBlendEquationAlpha = blendEquationAlpha;
  12730. }
  12731. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12732. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12733. currentBlendSrc = blendSrc;
  12734. currentBlendDst = blendDst;
  12735. currentBlendSrcAlpha = blendSrcAlpha;
  12736. currentBlendDstAlpha = blendDstAlpha;
  12737. }
  12738. currentBlending = blending;
  12739. currentPremultipledAlpha = null;
  12740. }
  12741. function setMaterial( material, frontFaceCW ) {
  12742. material.side === DoubleSide
  12743. ? disable( 2884 )
  12744. : enable( 2884 );
  12745. var flipSided = ( material.side === BackSide );
  12746. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12747. setFlipSided( flipSided );
  12748. ( material.blending === NormalBlending && material.transparent === false )
  12749. ? setBlending( NoBlending )
  12750. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12751. depthBuffer.setFunc( material.depthFunc );
  12752. depthBuffer.setTest( material.depthTest );
  12753. depthBuffer.setMask( material.depthWrite );
  12754. colorBuffer.setMask( material.colorWrite );
  12755. var stencilWrite = material.stencilWrite;
  12756. stencilBuffer.setTest( stencilWrite );
  12757. if ( stencilWrite ) {
  12758. stencilBuffer.setMask( material.stencilWriteMask );
  12759. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12760. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12761. }
  12762. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12763. }
  12764. //
  12765. function setFlipSided( flipSided ) {
  12766. if ( currentFlipSided !== flipSided ) {
  12767. if ( flipSided ) {
  12768. gl.frontFace( 2304 );
  12769. } else {
  12770. gl.frontFace( 2305 );
  12771. }
  12772. currentFlipSided = flipSided;
  12773. }
  12774. }
  12775. function setCullFace( cullFace ) {
  12776. if ( cullFace !== CullFaceNone ) {
  12777. enable( 2884 );
  12778. if ( cullFace !== currentCullFace ) {
  12779. if ( cullFace === CullFaceBack ) {
  12780. gl.cullFace( 1029 );
  12781. } else if ( cullFace === CullFaceFront ) {
  12782. gl.cullFace( 1028 );
  12783. } else {
  12784. gl.cullFace( 1032 );
  12785. }
  12786. }
  12787. } else {
  12788. disable( 2884 );
  12789. }
  12790. currentCullFace = cullFace;
  12791. }
  12792. function setLineWidth( width ) {
  12793. if ( width !== currentLineWidth ) {
  12794. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12795. currentLineWidth = width;
  12796. }
  12797. }
  12798. function setPolygonOffset( polygonOffset, factor, units ) {
  12799. if ( polygonOffset ) {
  12800. enable( 32823 );
  12801. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12802. gl.polygonOffset( factor, units );
  12803. currentPolygonOffsetFactor = factor;
  12804. currentPolygonOffsetUnits = units;
  12805. }
  12806. } else {
  12807. disable( 32823 );
  12808. }
  12809. }
  12810. function setScissorTest( scissorTest ) {
  12811. if ( scissorTest ) {
  12812. enable( 3089 );
  12813. } else {
  12814. disable( 3089 );
  12815. }
  12816. }
  12817. // texture
  12818. function activeTexture( webglSlot ) {
  12819. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12820. if ( currentTextureSlot !== webglSlot ) {
  12821. gl.activeTexture( webglSlot );
  12822. currentTextureSlot = webglSlot;
  12823. }
  12824. }
  12825. function bindTexture( webglType, webglTexture ) {
  12826. if ( currentTextureSlot === null ) {
  12827. activeTexture();
  12828. }
  12829. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12830. if ( boundTexture === undefined ) {
  12831. boundTexture = { type: undefined, texture: undefined };
  12832. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12833. }
  12834. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12835. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12836. boundTexture.type = webglType;
  12837. boundTexture.texture = webglTexture;
  12838. }
  12839. }
  12840. function unbindTexture() {
  12841. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12842. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12843. gl.bindTexture( boundTexture.type, null );
  12844. boundTexture.type = undefined;
  12845. boundTexture.texture = undefined;
  12846. }
  12847. }
  12848. function compressedTexImage2D() {
  12849. try {
  12850. gl.compressedTexImage2D.apply( gl, arguments );
  12851. } catch ( error ) {
  12852. console.error( 'THREE.WebGLState:', error );
  12853. }
  12854. }
  12855. function texImage2D() {
  12856. try {
  12857. gl.texImage2D.apply( gl, arguments );
  12858. } catch ( error ) {
  12859. console.error( 'THREE.WebGLState:', error );
  12860. }
  12861. }
  12862. function texImage3D() {
  12863. try {
  12864. gl.texImage3D.apply( gl, arguments );
  12865. } catch ( error ) {
  12866. console.error( 'THREE.WebGLState:', error );
  12867. }
  12868. }
  12869. //
  12870. function scissor( scissor ) {
  12871. if ( currentScissor.equals( scissor ) === false ) {
  12872. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12873. currentScissor.copy( scissor );
  12874. }
  12875. }
  12876. function viewport( viewport ) {
  12877. if ( currentViewport.equals( viewport ) === false ) {
  12878. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12879. currentViewport.copy( viewport );
  12880. }
  12881. }
  12882. //
  12883. function reset() {
  12884. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12885. if ( enabledAttributes[ i ] === 1 ) {
  12886. gl.disableVertexAttribArray( i );
  12887. enabledAttributes[ i ] = 0;
  12888. }
  12889. }
  12890. enabledCapabilities = {};
  12891. currentTextureSlot = null;
  12892. currentBoundTextures = {};
  12893. currentProgram = null;
  12894. currentBlending = null;
  12895. currentFlipSided = null;
  12896. currentCullFace = null;
  12897. colorBuffer.reset();
  12898. depthBuffer.reset();
  12899. stencilBuffer.reset();
  12900. }
  12901. return {
  12902. buffers: {
  12903. color: colorBuffer,
  12904. depth: depthBuffer,
  12905. stencil: stencilBuffer
  12906. },
  12907. initAttributes: initAttributes,
  12908. enableAttribute: enableAttribute,
  12909. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12910. disableUnusedAttributes: disableUnusedAttributes,
  12911. vertexAttribPointer: vertexAttribPointer,
  12912. enable: enable,
  12913. disable: disable,
  12914. useProgram: useProgram,
  12915. setBlending: setBlending,
  12916. setMaterial: setMaterial,
  12917. setFlipSided: setFlipSided,
  12918. setCullFace: setCullFace,
  12919. setLineWidth: setLineWidth,
  12920. setPolygonOffset: setPolygonOffset,
  12921. setScissorTest: setScissorTest,
  12922. activeTexture: activeTexture,
  12923. bindTexture: bindTexture,
  12924. unbindTexture: unbindTexture,
  12925. compressedTexImage2D: compressedTexImage2D,
  12926. texImage2D: texImage2D,
  12927. texImage3D: texImage3D,
  12928. scissor: scissor,
  12929. viewport: viewport,
  12930. reset: reset
  12931. };
  12932. }
  12933. /**
  12934. * @author mrdoob / http://mrdoob.com/
  12935. */
  12936. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12937. var isWebGL2 = capabilities.isWebGL2;
  12938. var maxTextures = capabilities.maxTextures;
  12939. var maxCubemapSize = capabilities.maxCubemapSize;
  12940. var maxTextureSize = capabilities.maxTextureSize;
  12941. var maxSamples = capabilities.maxSamples;
  12942. var _videoTextures = new WeakMap();
  12943. var _canvas;
  12944. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12945. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12946. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12947. var useOffscreenCanvas = false;
  12948. try {
  12949. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12950. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12951. } catch ( err ) {
  12952. // Ignore any errors
  12953. }
  12954. function createCanvas( width, height ) {
  12955. // Use OffscreenCanvas when available. Specially needed in web workers
  12956. return useOffscreenCanvas ?
  12957. new OffscreenCanvas( width, height ) :
  12958. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12959. }
  12960. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12961. var scale = 1;
  12962. // handle case if texture exceeds max size
  12963. if ( image.width > maxSize || image.height > maxSize ) {
  12964. scale = maxSize / Math.max( image.width, image.height );
  12965. }
  12966. // only perform resize if necessary
  12967. if ( scale < 1 || needsPowerOfTwo === true ) {
  12968. // only perform resize for certain image types
  12969. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12970. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12971. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12972. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12973. var width = floor( scale * image.width );
  12974. var height = floor( scale * image.height );
  12975. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12976. // cube textures can't reuse the same canvas
  12977. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12978. canvas.width = width;
  12979. canvas.height = height;
  12980. var context = canvas.getContext( '2d' );
  12981. context.drawImage( image, 0, 0, width, height );
  12982. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12983. return canvas;
  12984. } else {
  12985. if ( 'data' in image ) {
  12986. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12987. }
  12988. return image;
  12989. }
  12990. }
  12991. return image;
  12992. }
  12993. function isPowerOfTwo( image ) {
  12994. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12995. }
  12996. function textureNeedsPowerOfTwo( texture ) {
  12997. if ( isWebGL2 ) { return false; }
  12998. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12999. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13000. }
  13001. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13002. return texture.generateMipmaps && supportsMips &&
  13003. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13004. }
  13005. function generateMipmap( target, texture, width, height ) {
  13006. _gl.generateMipmap( target );
  13007. var textureProperties = properties.get( texture );
  13008. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13009. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13010. }
  13011. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13012. if ( isWebGL2 === false ) { return glFormat; }
  13013. if ( internalFormatName !== null ) {
  13014. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13015. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13016. }
  13017. var internalFormat = glFormat;
  13018. if ( glFormat === 6403 ) {
  13019. if ( glType === 5126 ) { internalFormat = 33326; }
  13020. if ( glType === 5131 ) { internalFormat = 33325; }
  13021. if ( glType === 5121 ) { internalFormat = 33321; }
  13022. }
  13023. if ( glFormat === 6407 ) {
  13024. if ( glType === 5126 ) { internalFormat = 34837; }
  13025. if ( glType === 5131 ) { internalFormat = 34843; }
  13026. if ( glType === 5121 ) { internalFormat = 32849; }
  13027. }
  13028. if ( glFormat === 6408 ) {
  13029. if ( glType === 5126 ) { internalFormat = 34836; }
  13030. if ( glType === 5131 ) { internalFormat = 34842; }
  13031. if ( glType === 5121 ) { internalFormat = 32856; }
  13032. }
  13033. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13034. internalFormat === 34842 || internalFormat === 34836 ) {
  13035. extensions.get( 'EXT_color_buffer_float' );
  13036. }
  13037. return internalFormat;
  13038. }
  13039. // Fallback filters for non-power-of-2 textures
  13040. function filterFallback( f ) {
  13041. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13042. return 9728;
  13043. }
  13044. return 9729;
  13045. }
  13046. //
  13047. function onTextureDispose( event ) {
  13048. var texture = event.target;
  13049. texture.removeEventListener( 'dispose', onTextureDispose );
  13050. deallocateTexture( texture );
  13051. if ( texture.isVideoTexture ) {
  13052. _videoTextures.delete( texture );
  13053. }
  13054. info.memory.textures --;
  13055. }
  13056. function onRenderTargetDispose( event ) {
  13057. var renderTarget = event.target;
  13058. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13059. deallocateRenderTarget( renderTarget );
  13060. info.memory.textures --;
  13061. }
  13062. //
  13063. function deallocateTexture( texture ) {
  13064. var textureProperties = properties.get( texture );
  13065. if ( textureProperties.__webglInit === undefined ) { return; }
  13066. _gl.deleteTexture( textureProperties.__webglTexture );
  13067. properties.remove( texture );
  13068. }
  13069. function deallocateRenderTarget( renderTarget ) {
  13070. var renderTargetProperties = properties.get( renderTarget );
  13071. var textureProperties = properties.get( renderTarget.texture );
  13072. if ( ! renderTarget ) { return; }
  13073. if ( textureProperties.__webglTexture !== undefined ) {
  13074. _gl.deleteTexture( textureProperties.__webglTexture );
  13075. }
  13076. if ( renderTarget.depthTexture ) {
  13077. renderTarget.depthTexture.dispose();
  13078. }
  13079. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13080. for ( var i = 0; i < 6; i ++ ) {
  13081. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13082. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13083. }
  13084. } else {
  13085. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13086. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13087. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13088. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13089. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13090. }
  13091. properties.remove( renderTarget.texture );
  13092. properties.remove( renderTarget );
  13093. }
  13094. //
  13095. var textureUnits = 0;
  13096. function resetTextureUnits() {
  13097. textureUnits = 0;
  13098. }
  13099. function allocateTextureUnit() {
  13100. var textureUnit = textureUnits;
  13101. if ( textureUnit >= maxTextures ) {
  13102. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13103. }
  13104. textureUnits += 1;
  13105. return textureUnit;
  13106. }
  13107. //
  13108. function setTexture2D( texture, slot ) {
  13109. var textureProperties = properties.get( texture );
  13110. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13111. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13112. var image = texture.image;
  13113. if ( image === undefined ) {
  13114. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13115. } else if ( image.complete === false ) {
  13116. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13117. } else {
  13118. uploadTexture( textureProperties, texture, slot );
  13119. return;
  13120. }
  13121. }
  13122. state.activeTexture( 33984 + slot );
  13123. state.bindTexture( 3553, textureProperties.__webglTexture );
  13124. }
  13125. function setTexture2DArray( texture, slot ) {
  13126. var textureProperties = properties.get( texture );
  13127. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13128. uploadTexture( textureProperties, texture, slot );
  13129. return;
  13130. }
  13131. state.activeTexture( 33984 + slot );
  13132. state.bindTexture( 35866, textureProperties.__webglTexture );
  13133. }
  13134. function setTexture3D( texture, slot ) {
  13135. var textureProperties = properties.get( texture );
  13136. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13137. uploadTexture( textureProperties, texture, slot );
  13138. return;
  13139. }
  13140. state.activeTexture( 33984 + slot );
  13141. state.bindTexture( 32879, textureProperties.__webglTexture );
  13142. }
  13143. function setTextureCube( texture, slot ) {
  13144. if ( texture.image.length !== 6 ) { return; }
  13145. var textureProperties = properties.get( texture );
  13146. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13147. initTexture( textureProperties, texture );
  13148. state.activeTexture( 33984 + slot );
  13149. state.bindTexture( 34067, textureProperties.__webglTexture );
  13150. _gl.pixelStorei( 37440, texture.flipY );
  13151. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13152. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13153. var cubeImage = [];
  13154. for ( var i = 0; i < 6; i ++ ) {
  13155. if ( ! isCompressed && ! isDataTexture ) {
  13156. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13157. } else {
  13158. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13159. }
  13160. }
  13161. var image = cubeImage[ 0 ],
  13162. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13163. glFormat = utils.convert( texture.format ),
  13164. glType = utils.convert( texture.type ),
  13165. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13166. setTextureParameters( 34067, texture, supportsMips );
  13167. var mipmaps;
  13168. if ( isCompressed ) {
  13169. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13170. mipmaps = cubeImage[ i$1 ].mipmaps;
  13171. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13172. var mipmap = mipmaps[ j ];
  13173. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13174. if ( glFormat !== null ) {
  13175. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13176. } else {
  13177. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13178. }
  13179. } else {
  13180. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13181. }
  13182. }
  13183. }
  13184. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13185. } else {
  13186. mipmaps = texture.mipmaps;
  13187. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13188. if ( isDataTexture ) {
  13189. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13190. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13191. var mipmap$1 = mipmaps[ j$1 ];
  13192. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13193. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13194. }
  13195. } else {
  13196. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13197. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13198. var mipmap$2 = mipmaps[ j$2 ];
  13199. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13200. }
  13201. }
  13202. }
  13203. textureProperties.__maxMipLevel = mipmaps.length;
  13204. }
  13205. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13206. // We assume images for cube map have the same size.
  13207. generateMipmap( 34067, texture, image.width, image.height );
  13208. }
  13209. textureProperties.__version = texture.version;
  13210. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13211. } else {
  13212. state.activeTexture( 33984 + slot );
  13213. state.bindTexture( 34067, textureProperties.__webglTexture );
  13214. }
  13215. }
  13216. function setTextureCubeDynamic( texture, slot ) {
  13217. state.activeTexture( 33984 + slot );
  13218. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13219. }
  13220. var wrappingToGL = {};
  13221. wrappingToGL[ RepeatWrapping ] = 10497;
  13222. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13223. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13224. var filterToGL = {};
  13225. filterToGL[ NearestFilter ] = 9728;
  13226. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13227. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13228. filterToGL[ LinearFilter ] = 9729;
  13229. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13230. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13231. function setTextureParameters( textureType, texture, supportsMips ) {
  13232. if ( supportsMips ) {
  13233. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13234. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13235. if ( textureType === 32879 || textureType === 35866 ) {
  13236. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13237. }
  13238. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13239. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13240. } else {
  13241. _gl.texParameteri( textureType, 10242, 33071 );
  13242. _gl.texParameteri( textureType, 10243, 33071 );
  13243. if ( textureType === 32879 || textureType === 35866 ) {
  13244. _gl.texParameteri( textureType, 32882, 33071 );
  13245. }
  13246. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13247. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13248. }
  13249. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13250. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13251. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13252. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13253. }
  13254. }
  13255. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13256. if ( extension ) {
  13257. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13258. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13259. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13260. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13261. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13262. }
  13263. }
  13264. }
  13265. function initTexture( textureProperties, texture ) {
  13266. if ( textureProperties.__webglInit === undefined ) {
  13267. textureProperties.__webglInit = true;
  13268. texture.addEventListener( 'dispose', onTextureDispose );
  13269. textureProperties.__webglTexture = _gl.createTexture();
  13270. info.memory.textures ++;
  13271. }
  13272. }
  13273. function uploadTexture( textureProperties, texture, slot ) {
  13274. var textureType = 3553;
  13275. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13276. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13277. initTexture( textureProperties, texture );
  13278. state.activeTexture( 33984 + slot );
  13279. state.bindTexture( textureType, textureProperties.__webglTexture );
  13280. _gl.pixelStorei( 37440, texture.flipY );
  13281. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13282. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13283. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13284. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13285. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13286. glFormat = utils.convert( texture.format );
  13287. var glType = utils.convert( texture.type ),
  13288. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13289. setTextureParameters( textureType, texture, supportsMips );
  13290. var mipmap;
  13291. var mipmaps = texture.mipmaps;
  13292. if ( texture.isDepthTexture ) {
  13293. // populate depth texture with dummy data
  13294. glInternalFormat = 6402;
  13295. if ( isWebGL2 ) {
  13296. if ( texture.type === FloatType ) {
  13297. glInternalFormat = 36012;
  13298. } else if ( texture.type === UnsignedIntType ) {
  13299. glInternalFormat = 33190;
  13300. } else if ( texture.type === UnsignedInt248Type ) {
  13301. glInternalFormat = 35056;
  13302. } else {
  13303. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13304. }
  13305. } else {
  13306. if ( texture.type === FloatType ) {
  13307. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13308. }
  13309. }
  13310. // validation checks for WebGL 1
  13311. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13312. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13313. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13314. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13315. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13316. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13317. texture.type = UnsignedShortType;
  13318. glType = utils.convert( texture.type );
  13319. }
  13320. }
  13321. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13322. // Depth stencil textures need the DEPTH_STENCIL internal format
  13323. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13324. glInternalFormat = 34041;
  13325. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13326. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13327. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13328. if ( texture.type !== UnsignedInt248Type ) {
  13329. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13330. texture.type = UnsignedInt248Type;
  13331. glType = utils.convert( texture.type );
  13332. }
  13333. }
  13334. //
  13335. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13336. } else if ( texture.isDataTexture ) {
  13337. // use manually created mipmaps if available
  13338. // if there are no manual mipmaps
  13339. // set 0 level mipmap and then use GL to generate other mipmap levels
  13340. if ( mipmaps.length > 0 && supportsMips ) {
  13341. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13342. mipmap = mipmaps[ i ];
  13343. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13344. }
  13345. texture.generateMipmaps = false;
  13346. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13347. } else {
  13348. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13349. textureProperties.__maxMipLevel = 0;
  13350. }
  13351. } else if ( texture.isCompressedTexture ) {
  13352. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13353. mipmap = mipmaps[ i$1 ];
  13354. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13355. if ( glFormat !== null ) {
  13356. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13357. } else {
  13358. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13359. }
  13360. } else {
  13361. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13362. }
  13363. }
  13364. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13365. } else if ( texture.isDataTexture2DArray ) {
  13366. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13367. textureProperties.__maxMipLevel = 0;
  13368. } else if ( texture.isDataTexture3D ) {
  13369. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13370. textureProperties.__maxMipLevel = 0;
  13371. } else {
  13372. // regular Texture (image, video, canvas)
  13373. // use manually created mipmaps if available
  13374. // if there are no manual mipmaps
  13375. // set 0 level mipmap and then use GL to generate other mipmap levels
  13376. if ( mipmaps.length > 0 && supportsMips ) {
  13377. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13378. mipmap = mipmaps[ i$2 ];
  13379. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13380. }
  13381. texture.generateMipmaps = false;
  13382. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13383. } else {
  13384. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13385. textureProperties.__maxMipLevel = 0;
  13386. }
  13387. }
  13388. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13389. generateMipmap( textureType, texture, image.width, image.height );
  13390. }
  13391. textureProperties.__version = texture.version;
  13392. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13393. }
  13394. // Render targets
  13395. // Setup storage for target texture and bind it to correct framebuffer
  13396. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13397. var glFormat = utils.convert( renderTarget.texture.format );
  13398. var glType = utils.convert( renderTarget.texture.type );
  13399. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13400. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13401. _gl.bindFramebuffer( 36160, framebuffer );
  13402. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13403. _gl.bindFramebuffer( 36160, null );
  13404. }
  13405. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13406. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13407. _gl.bindRenderbuffer( 36161, renderbuffer );
  13408. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13409. var glInternalFormat = 33189;
  13410. if ( isMultisample ) {
  13411. var depthTexture = renderTarget.depthTexture;
  13412. if ( depthTexture && depthTexture.isDepthTexture ) {
  13413. if ( depthTexture.type === FloatType ) {
  13414. glInternalFormat = 36012;
  13415. } else if ( depthTexture.type === UnsignedIntType ) {
  13416. glInternalFormat = 33190;
  13417. }
  13418. }
  13419. var samples = getRenderTargetSamples( renderTarget );
  13420. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13421. } else {
  13422. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13423. }
  13424. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13425. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13426. if ( isMultisample ) {
  13427. var samples$1 = getRenderTargetSamples( renderTarget );
  13428. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13429. } else {
  13430. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13431. }
  13432. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13433. } else {
  13434. var glFormat = utils.convert( renderTarget.texture.format );
  13435. var glType = utils.convert( renderTarget.texture.type );
  13436. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13437. if ( isMultisample ) {
  13438. var samples$2 = getRenderTargetSamples( renderTarget );
  13439. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13440. } else {
  13441. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13442. }
  13443. }
  13444. _gl.bindRenderbuffer( 36161, null );
  13445. }
  13446. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13447. function setupDepthTexture( framebuffer, renderTarget ) {
  13448. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13449. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13450. _gl.bindFramebuffer( 36160, framebuffer );
  13451. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13452. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13453. }
  13454. // upload an empty depth texture with framebuffer size
  13455. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13456. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13457. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13458. renderTarget.depthTexture.image.width = renderTarget.width;
  13459. renderTarget.depthTexture.image.height = renderTarget.height;
  13460. renderTarget.depthTexture.needsUpdate = true;
  13461. }
  13462. setTexture2D( renderTarget.depthTexture, 0 );
  13463. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13464. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13465. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13466. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13467. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13468. } else {
  13469. throw new Error( 'Unknown depthTexture format' );
  13470. }
  13471. }
  13472. // Setup GL resources for a non-texture depth buffer
  13473. function setupDepthRenderbuffer( renderTarget ) {
  13474. var renderTargetProperties = properties.get( renderTarget );
  13475. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13476. if ( renderTarget.depthTexture ) {
  13477. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13478. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13479. } else {
  13480. if ( isCube ) {
  13481. renderTargetProperties.__webglDepthbuffer = [];
  13482. for ( var i = 0; i < 6; i ++ ) {
  13483. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13484. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13485. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13486. }
  13487. } else {
  13488. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13489. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13490. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13491. }
  13492. }
  13493. _gl.bindFramebuffer( 36160, null );
  13494. }
  13495. // Set up GL resources for the render target
  13496. function setupRenderTarget( renderTarget ) {
  13497. var renderTargetProperties = properties.get( renderTarget );
  13498. var textureProperties = properties.get( renderTarget.texture );
  13499. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13500. textureProperties.__webglTexture = _gl.createTexture();
  13501. info.memory.textures ++;
  13502. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13503. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13504. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13505. // Handles WebGL2 RGBFormat fallback - #18858
  13506. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13507. renderTarget.texture.format = RGBAFormat;
  13508. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13509. }
  13510. // Setup framebuffer
  13511. if ( isCube ) {
  13512. renderTargetProperties.__webglFramebuffer = [];
  13513. for ( var i = 0; i < 6; i ++ ) {
  13514. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13515. }
  13516. } else {
  13517. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13518. if ( isMultisample ) {
  13519. if ( isWebGL2 ) {
  13520. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13521. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13522. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13523. var glFormat = utils.convert( renderTarget.texture.format );
  13524. var glType = utils.convert( renderTarget.texture.type );
  13525. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13526. var samples = getRenderTargetSamples( renderTarget );
  13527. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13528. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13529. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13530. _gl.bindRenderbuffer( 36161, null );
  13531. if ( renderTarget.depthBuffer ) {
  13532. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13533. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13534. }
  13535. _gl.bindFramebuffer( 36160, null );
  13536. } else {
  13537. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13538. }
  13539. }
  13540. }
  13541. // Setup color buffer
  13542. if ( isCube ) {
  13543. state.bindTexture( 34067, textureProperties.__webglTexture );
  13544. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13545. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13546. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13547. }
  13548. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13549. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13550. }
  13551. state.bindTexture( 34067, null );
  13552. } else {
  13553. state.bindTexture( 3553, textureProperties.__webglTexture );
  13554. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13555. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13556. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13557. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13558. }
  13559. state.bindTexture( 3553, null );
  13560. }
  13561. // Setup depth and stencil buffers
  13562. if ( renderTarget.depthBuffer ) {
  13563. setupDepthRenderbuffer( renderTarget );
  13564. }
  13565. }
  13566. function updateRenderTargetMipmap( renderTarget ) {
  13567. var texture = renderTarget.texture;
  13568. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13569. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13570. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13571. var webglTexture = properties.get( texture ).__webglTexture;
  13572. state.bindTexture( target, webglTexture );
  13573. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13574. state.bindTexture( target, null );
  13575. }
  13576. }
  13577. function updateMultisampleRenderTarget( renderTarget ) {
  13578. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13579. if ( isWebGL2 ) {
  13580. var renderTargetProperties = properties.get( renderTarget );
  13581. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13582. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13583. var width = renderTarget.width;
  13584. var height = renderTarget.height;
  13585. var mask = 16384;
  13586. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13587. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13588. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13589. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13590. } else {
  13591. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13592. }
  13593. }
  13594. }
  13595. function getRenderTargetSamples( renderTarget ) {
  13596. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13597. Math.min( maxSamples, renderTarget.samples ) : 0;
  13598. }
  13599. function updateVideoTexture( texture ) {
  13600. var frame = info.render.frame;
  13601. // Check the last frame we updated the VideoTexture
  13602. if ( _videoTextures.get( texture ) !== frame ) {
  13603. _videoTextures.set( texture, frame );
  13604. texture.update();
  13605. }
  13606. }
  13607. // backwards compatibility
  13608. var warnedTexture2D = false;
  13609. var warnedTextureCube = false;
  13610. function safeSetTexture2D( texture, slot ) {
  13611. if ( texture && texture.isWebGLRenderTarget ) {
  13612. if ( warnedTexture2D === false ) {
  13613. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13614. warnedTexture2D = true;
  13615. }
  13616. texture = texture.texture;
  13617. }
  13618. setTexture2D( texture, slot );
  13619. }
  13620. function safeSetTextureCube( texture, slot ) {
  13621. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13622. if ( warnedTextureCube === false ) {
  13623. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13624. warnedTextureCube = true;
  13625. }
  13626. texture = texture.texture;
  13627. }
  13628. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13629. // TODO: unify these code paths
  13630. if ( ( texture && texture.isCubeTexture ) ||
  13631. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13632. // CompressedTexture can have Array in image :/
  13633. // this function alone should take care of cube textures
  13634. setTextureCube( texture, slot );
  13635. } else {
  13636. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13637. setTextureCubeDynamic( texture, slot );
  13638. }
  13639. }
  13640. //
  13641. this.allocateTextureUnit = allocateTextureUnit;
  13642. this.resetTextureUnits = resetTextureUnits;
  13643. this.setTexture2D = setTexture2D;
  13644. this.setTexture2DArray = setTexture2DArray;
  13645. this.setTexture3D = setTexture3D;
  13646. this.setTextureCube = setTextureCube;
  13647. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13648. this.setupRenderTarget = setupRenderTarget;
  13649. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13650. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13651. this.safeSetTexture2D = safeSetTexture2D;
  13652. this.safeSetTextureCube = safeSetTextureCube;
  13653. }
  13654. /**
  13655. * @author thespite / http://www.twitter.com/thespite
  13656. */
  13657. function WebGLUtils( gl, extensions, capabilities ) {
  13658. var isWebGL2 = capabilities.isWebGL2;
  13659. function convert( p ) {
  13660. var extension;
  13661. if ( p === UnsignedByteType ) { return 5121; }
  13662. if ( p === UnsignedShort4444Type ) { return 32819; }
  13663. if ( p === UnsignedShort5551Type ) { return 32820; }
  13664. if ( p === UnsignedShort565Type ) { return 33635; }
  13665. if ( p === ByteType ) { return 5120; }
  13666. if ( p === ShortType ) { return 5122; }
  13667. if ( p === UnsignedShortType ) { return 5123; }
  13668. if ( p === IntType ) { return 5124; }
  13669. if ( p === UnsignedIntType ) { return 5125; }
  13670. if ( p === FloatType ) { return 5126; }
  13671. if ( p === HalfFloatType ) {
  13672. if ( isWebGL2 ) { return 5131; }
  13673. extension = extensions.get( 'OES_texture_half_float' );
  13674. if ( extension !== null ) {
  13675. return extension.HALF_FLOAT_OES;
  13676. } else {
  13677. return null;
  13678. }
  13679. }
  13680. if ( p === AlphaFormat ) { return 6406; }
  13681. if ( p === RGBFormat ) { return 6407; }
  13682. if ( p === RGBAFormat ) { return 6408; }
  13683. if ( p === LuminanceFormat ) { return 6409; }
  13684. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13685. if ( p === DepthFormat ) { return 6402; }
  13686. if ( p === DepthStencilFormat ) { return 34041; }
  13687. if ( p === RedFormat ) { return 6403; }
  13688. // WebGL2 formats.
  13689. if ( p === RedIntegerFormat ) { return 36244; }
  13690. if ( p === RGFormat ) { return 33319; }
  13691. if ( p === RGIntegerFormat ) { return 33320; }
  13692. if ( p === RGBIntegerFormat ) { return 36248; }
  13693. if ( p === RGBAIntegerFormat ) { return 36249; }
  13694. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13695. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13696. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13697. if ( extension !== null ) {
  13698. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13699. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13700. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13701. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13702. } else {
  13703. return null;
  13704. }
  13705. }
  13706. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13707. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13708. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13709. if ( extension !== null ) {
  13710. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13711. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13712. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13713. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13714. } else {
  13715. return null;
  13716. }
  13717. }
  13718. if ( p === RGB_ETC1_Format ) {
  13719. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13720. if ( extension !== null ) {
  13721. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13722. } else {
  13723. return null;
  13724. }
  13725. }
  13726. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13727. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13728. if ( extension !== null ) {
  13729. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13730. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13731. }
  13732. }
  13733. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13734. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13735. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13736. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13737. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13738. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13739. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13740. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13741. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13742. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13743. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13744. if ( extension !== null ) {
  13745. // TODO Complete?
  13746. return p;
  13747. } else {
  13748. return null;
  13749. }
  13750. }
  13751. if ( p === RGBA_BPTC_Format ) {
  13752. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13753. if ( extension !== null ) {
  13754. // TODO Complete?
  13755. return p;
  13756. } else {
  13757. return null;
  13758. }
  13759. }
  13760. if ( p === UnsignedInt248Type ) {
  13761. if ( isWebGL2 ) { return 34042; }
  13762. extension = extensions.get( 'WEBGL_depth_texture' );
  13763. if ( extension !== null ) {
  13764. return extension.UNSIGNED_INT_24_8_WEBGL;
  13765. } else {
  13766. return null;
  13767. }
  13768. }
  13769. }
  13770. return { convert: convert };
  13771. }
  13772. /**
  13773. * @author mrdoob / http://mrdoob.com/
  13774. */
  13775. function ArrayCamera( array ) {
  13776. PerspectiveCamera.call( this );
  13777. this.cameras = array || [];
  13778. }
  13779. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13780. constructor: ArrayCamera,
  13781. isArrayCamera: true
  13782. } );
  13783. /**
  13784. * @author mrdoob / http://mrdoob.com/
  13785. */
  13786. function Group() {
  13787. Object3D.call( this );
  13788. this.type = 'Group';
  13789. }
  13790. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13791. constructor: Group,
  13792. isGroup: true
  13793. } );
  13794. /**
  13795. * @author Mugen87 / https://github.com/Mugen87
  13796. */
  13797. function WebXRController() {
  13798. this._targetRay = null;
  13799. this._grip = null;
  13800. }
  13801. Object.assign( WebXRController.prototype, {
  13802. constructor: WebXRController,
  13803. getTargetRaySpace: function () {
  13804. if ( this._targetRay === null ) {
  13805. this._targetRay = new Group();
  13806. this._targetRay.matrixAutoUpdate = false;
  13807. this._targetRay.visible = false;
  13808. }
  13809. return this._targetRay;
  13810. },
  13811. getGripSpace: function () {
  13812. if ( this._grip === null ) {
  13813. this._grip = new Group();
  13814. this._grip.matrixAutoUpdate = false;
  13815. this._grip.visible = false;
  13816. }
  13817. return this._grip;
  13818. },
  13819. dispatchEvent: function ( event ) {
  13820. if ( this._targetRay !== null ) {
  13821. this._targetRay.dispatchEvent( event );
  13822. }
  13823. if ( this._grip !== null ) {
  13824. this._grip.dispatchEvent( event );
  13825. }
  13826. return this;
  13827. },
  13828. disconnect: function ( inputSource ) {
  13829. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13830. if ( this._targetRay !== null ) {
  13831. this._targetRay.visible = false;
  13832. }
  13833. if ( this._grip !== null ) {
  13834. this._grip.visible = false;
  13835. }
  13836. return this;
  13837. },
  13838. update: function ( inputSource, frame, referenceSpace ) {
  13839. var inputPose = null;
  13840. var gripPose = null;
  13841. var targetRay = this._targetRay;
  13842. var grip = this._grip;
  13843. if ( inputSource ) {
  13844. if ( targetRay !== null ) {
  13845. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13846. if ( inputPose !== null ) {
  13847. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13848. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13849. }
  13850. }
  13851. if ( grip !== null && inputSource.gripSpace ) {
  13852. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13853. if ( gripPose !== null ) {
  13854. grip.matrix.fromArray( gripPose.transform.matrix );
  13855. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13856. }
  13857. }
  13858. }
  13859. if ( targetRay !== null ) {
  13860. targetRay.visible = ( inputPose !== null );
  13861. }
  13862. if ( grip !== null ) {
  13863. grip.visible = ( gripPose !== null );
  13864. }
  13865. return this;
  13866. }
  13867. } );
  13868. /**
  13869. * @author mrdoob / http://mrdoob.com/
  13870. */
  13871. function WebXRManager( renderer, gl ) {
  13872. var scope = this;
  13873. var session = null;
  13874. var framebufferScaleFactor = 1.0;
  13875. var referenceSpace = null;
  13876. var referenceSpaceType = 'local-floor';
  13877. var pose = null;
  13878. var controllers = [];
  13879. var inputSourcesMap = new Map();
  13880. //
  13881. var cameraL = new PerspectiveCamera();
  13882. cameraL.layers.enable( 1 );
  13883. cameraL.viewport = new Vector4();
  13884. var cameraR = new PerspectiveCamera();
  13885. cameraR.layers.enable( 2 );
  13886. cameraR.viewport = new Vector4();
  13887. var cameras = [ cameraL, cameraR ];
  13888. var cameraVR = new ArrayCamera();
  13889. cameraVR.layers.enable( 1 );
  13890. cameraVR.layers.enable( 2 );
  13891. var _currentDepthNear = null;
  13892. var _currentDepthFar = null;
  13893. //
  13894. this.enabled = false;
  13895. this.isPresenting = false;
  13896. this.getController = function ( index ) {
  13897. var controller = controllers[ index ];
  13898. if ( controller === undefined ) {
  13899. controller = new WebXRController();
  13900. controllers[ index ] = controller;
  13901. }
  13902. return controller.getTargetRaySpace();
  13903. };
  13904. this.getControllerGrip = function ( index ) {
  13905. var controller = controllers[ index ];
  13906. if ( controller === undefined ) {
  13907. controller = new WebXRController();
  13908. controllers[ index ] = controller;
  13909. }
  13910. return controller.getGripSpace();
  13911. };
  13912. //
  13913. function onSessionEvent( event ) {
  13914. var controller = inputSourcesMap.get( event.inputSource );
  13915. if ( controller ) {
  13916. controller.dispatchEvent( { type: event.type } );
  13917. }
  13918. }
  13919. function onSessionEnd() {
  13920. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13921. controller.disconnect( inputSource );
  13922. } );
  13923. inputSourcesMap.clear();
  13924. //
  13925. renderer.setFramebuffer( null );
  13926. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13927. animation.stop();
  13928. scope.isPresenting = false;
  13929. scope.dispatchEvent( { type: 'sessionend' } );
  13930. }
  13931. function onRequestReferenceSpace( value ) {
  13932. referenceSpace = value;
  13933. animation.setContext( session );
  13934. animation.start();
  13935. scope.isPresenting = true;
  13936. scope.dispatchEvent( { type: 'sessionstart' } );
  13937. }
  13938. this.setFramebufferScaleFactor = function ( value ) {
  13939. framebufferScaleFactor = value;
  13940. if ( scope.isPresenting === true ) {
  13941. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13942. }
  13943. };
  13944. this.setReferenceSpaceType = function ( value ) {
  13945. referenceSpaceType = value;
  13946. if ( scope.isPresenting === true ) {
  13947. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  13948. }
  13949. };
  13950. this.getReferenceSpace = function () {
  13951. return referenceSpace;
  13952. };
  13953. this.getSession = function () {
  13954. return session;
  13955. };
  13956. this.setSession = function ( value ) {
  13957. session = value;
  13958. if ( session !== null ) {
  13959. session.addEventListener( 'select', onSessionEvent );
  13960. session.addEventListener( 'selectstart', onSessionEvent );
  13961. session.addEventListener( 'selectend', onSessionEvent );
  13962. session.addEventListener( 'squeeze', onSessionEvent );
  13963. session.addEventListener( 'squeezestart', onSessionEvent );
  13964. session.addEventListener( 'squeezeend', onSessionEvent );
  13965. session.addEventListener( 'end', onSessionEnd );
  13966. var attributes = gl.getContextAttributes();
  13967. if ( attributes.xrCompatible !== true ) {
  13968. gl.makeXRCompatible();
  13969. }
  13970. var layerInit = {
  13971. antialias: attributes.antialias,
  13972. alpha: attributes.alpha,
  13973. depth: attributes.depth,
  13974. stencil: attributes.stencil,
  13975. framebufferScaleFactor: framebufferScaleFactor
  13976. };
  13977. // eslint-disable-next-line no-undef
  13978. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13979. session.updateRenderState( { baseLayer: baseLayer } );
  13980. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13981. //
  13982. session.addEventListener( 'inputsourceschange', updateInputSources );
  13983. }
  13984. };
  13985. function updateInputSources( event ) {
  13986. var inputSources = session.inputSources;
  13987. // Assign inputSources to available controllers
  13988. for ( var i = 0; i < controllers.length; i ++ ) {
  13989. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13990. }
  13991. // Notify disconnected
  13992. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  13993. var inputSource = event.removed[ i$1 ];
  13994. var controller = inputSourcesMap.get( inputSource );
  13995. if ( controller ) {
  13996. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13997. inputSourcesMap.delete( inputSource );
  13998. }
  13999. }
  14000. // Notify connected
  14001. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14002. var inputSource$1 = event.added[ i$2 ];
  14003. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14004. if ( controller$1 ) {
  14005. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14006. }
  14007. }
  14008. }
  14009. //
  14010. var cameraLPos = new Vector3();
  14011. var cameraRPos = new Vector3();
  14012. /**
  14013. * @author jsantell / https://www.jsantell.com/
  14014. *
  14015. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14016. * the cameras' projection and world matrices have already been set.
  14017. * And that near and far planes are identical for both cameras.
  14018. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14019. */
  14020. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14021. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14022. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14023. var ipd = cameraLPos.distanceTo( cameraRPos );
  14024. var projL = cameraL.projectionMatrix.elements;
  14025. var projR = cameraR.projectionMatrix.elements;
  14026. // VR systems will have identical far and near planes, and
  14027. // most likely identical top and bottom frustum extents.
  14028. // Use the left camera for these values.
  14029. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14030. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14031. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14032. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14033. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14034. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14035. var left = near * leftFov;
  14036. var right = near * rightFov;
  14037. // Calculate the new camera's position offset from the
  14038. // left camera. xOffset should be roughly half `ipd`.
  14039. var zOffset = ipd / ( - leftFov + rightFov );
  14040. var xOffset = zOffset * - leftFov;
  14041. // TODO: Better way to apply this offset?
  14042. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14043. camera.translateX( xOffset );
  14044. camera.translateZ( zOffset );
  14045. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14046. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14047. // Find the union of the frustum values of the cameras and scale
  14048. // the values so that the near plane's position does not change in world space,
  14049. // although must now be relative to the new union camera.
  14050. var near2 = near + zOffset;
  14051. var far2 = far + zOffset;
  14052. var left2 = left - xOffset;
  14053. var right2 = right + ( ipd - xOffset );
  14054. var top2 = topFov * far / far2 * near2;
  14055. var bottom2 = bottomFov * far / far2 * near2;
  14056. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14057. }
  14058. function updateCamera( camera, parent ) {
  14059. if ( parent === null ) {
  14060. camera.matrixWorld.copy( camera.matrix );
  14061. } else {
  14062. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14063. }
  14064. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14065. }
  14066. this.getCamera = function ( camera ) {
  14067. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14068. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14069. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14070. // Note that the new renderState won't apply until the next frame. See #18320
  14071. session.updateRenderState( {
  14072. depthNear: cameraVR.near,
  14073. depthFar: cameraVR.far
  14074. } );
  14075. _currentDepthNear = cameraVR.near;
  14076. _currentDepthFar = cameraVR.far;
  14077. }
  14078. var parent = camera.parent;
  14079. var cameras = cameraVR.cameras;
  14080. updateCamera( cameraVR, parent );
  14081. for ( var i = 0; i < cameras.length; i ++ ) {
  14082. updateCamera( cameras[ i ], parent );
  14083. }
  14084. // update camera and its children
  14085. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14086. var children = camera.children;
  14087. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14088. children[ i$1 ].updateMatrixWorld( true );
  14089. }
  14090. // update projection matrix for proper view frustum culling
  14091. if ( cameras.length === 2 ) {
  14092. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14093. } else {
  14094. // assume single camera setup (AR)
  14095. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14096. }
  14097. return cameraVR;
  14098. };
  14099. // Animation Loop
  14100. var onAnimationFrameCallback = null;
  14101. function onAnimationFrame( time, frame ) {
  14102. pose = frame.getViewerPose( referenceSpace );
  14103. if ( pose !== null ) {
  14104. var views = pose.views;
  14105. var baseLayer = session.renderState.baseLayer;
  14106. renderer.setFramebuffer( baseLayer.framebuffer );
  14107. var cameraVRNeedsUpdate = false;
  14108. // check if it's necessary to rebuild cameraVR's camera list
  14109. if ( views.length !== cameraVR.cameras.length ) {
  14110. cameraVR.cameras.length = 0;
  14111. cameraVRNeedsUpdate = true;
  14112. }
  14113. for ( var i = 0; i < views.length; i ++ ) {
  14114. var view = views[ i ];
  14115. var viewport = baseLayer.getViewport( view );
  14116. var camera = cameras[ i ];
  14117. camera.matrix.fromArray( view.transform.matrix );
  14118. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14119. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14120. if ( i === 0 ) {
  14121. cameraVR.matrix.copy( camera.matrix );
  14122. }
  14123. if ( cameraVRNeedsUpdate === true ) {
  14124. cameraVR.cameras.push( camera );
  14125. }
  14126. }
  14127. }
  14128. //
  14129. var inputSources = session.inputSources;
  14130. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14131. var controller = controllers[ i$1 ];
  14132. var inputSource = inputSources[ i$1 ];
  14133. controller.update( inputSource, frame, referenceSpace );
  14134. }
  14135. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14136. }
  14137. var animation = new WebGLAnimation();
  14138. animation.setAnimationLoop( onAnimationFrame );
  14139. this.setAnimationLoop = function ( callback ) {
  14140. onAnimationFrameCallback = callback;
  14141. };
  14142. this.dispose = function () {};
  14143. }
  14144. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14145. /**
  14146. * @author mrdoob / http://mrdoob.com/
  14147. */
  14148. function WebGLMaterials( properties ) {
  14149. function refreshFogUniforms( uniforms, fog ) {
  14150. uniforms.fogColor.value.copy( fog.color );
  14151. if ( fog.isFog ) {
  14152. uniforms.fogNear.value = fog.near;
  14153. uniforms.fogFar.value = fog.far;
  14154. } else if ( fog.isFogExp2 ) {
  14155. uniforms.fogDensity.value = fog.density;
  14156. }
  14157. }
  14158. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14159. if ( material.isMeshBasicMaterial ) {
  14160. refreshUniformsCommon( uniforms, material );
  14161. } else if ( material.isMeshLambertMaterial ) {
  14162. refreshUniformsCommon( uniforms, material );
  14163. refreshUniformsLambert( uniforms, material );
  14164. } else if ( material.isMeshToonMaterial ) {
  14165. refreshUniformsCommon( uniforms, material );
  14166. refreshUniformsToon( uniforms, material );
  14167. } else if ( material.isMeshPhongMaterial ) {
  14168. refreshUniformsCommon( uniforms, material );
  14169. refreshUniformsPhong( uniforms, material );
  14170. } else if ( material.isMeshStandardMaterial ) {
  14171. refreshUniformsCommon( uniforms, material, environment );
  14172. if ( material.isMeshPhysicalMaterial ) {
  14173. refreshUniformsPhysical( uniforms, material, environment );
  14174. } else {
  14175. refreshUniformsStandard( uniforms, material, environment );
  14176. }
  14177. } else if ( material.isMeshMatcapMaterial ) {
  14178. refreshUniformsCommon( uniforms, material );
  14179. refreshUniformsMatcap( uniforms, material );
  14180. } else if ( material.isMeshDepthMaterial ) {
  14181. refreshUniformsCommon( uniforms, material );
  14182. refreshUniformsDepth( uniforms, material );
  14183. } else if ( material.isMeshDistanceMaterial ) {
  14184. refreshUniformsCommon( uniforms, material );
  14185. refreshUniformsDistance( uniforms, material );
  14186. } else if ( material.isMeshNormalMaterial ) {
  14187. refreshUniformsCommon( uniforms, material );
  14188. refreshUniformsNormal( uniforms, material );
  14189. } else if ( material.isLineBasicMaterial ) {
  14190. refreshUniformsLine( uniforms, material );
  14191. if ( material.isLineDashedMaterial ) {
  14192. refreshUniformsDash( uniforms, material );
  14193. }
  14194. } else if ( material.isPointsMaterial ) {
  14195. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14196. } else if ( material.isSpriteMaterial ) {
  14197. refreshUniformsSprites( uniforms, material );
  14198. } else if ( material.isShadowMaterial ) {
  14199. uniforms.color.value.copy( material.color );
  14200. uniforms.opacity.value = material.opacity;
  14201. } else if ( material.isShaderMaterial ) {
  14202. material.uniformsNeedUpdate = false; // #15581
  14203. }
  14204. }
  14205. function refreshUniformsCommon( uniforms, material, environment ) {
  14206. uniforms.opacity.value = material.opacity;
  14207. if ( material.color ) {
  14208. uniforms.diffuse.value.copy( material.color );
  14209. }
  14210. if ( material.emissive ) {
  14211. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14212. }
  14213. if ( material.map ) {
  14214. uniforms.map.value = material.map;
  14215. }
  14216. if ( material.alphaMap ) {
  14217. uniforms.alphaMap.value = material.alphaMap;
  14218. }
  14219. if ( material.specularMap ) {
  14220. uniforms.specularMap.value = material.specularMap;
  14221. }
  14222. var envMap = material.envMap || environment;
  14223. if ( envMap ) {
  14224. uniforms.envMap.value = envMap;
  14225. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14226. uniforms.reflectivity.value = material.reflectivity;
  14227. uniforms.refractionRatio.value = material.refractionRatio;
  14228. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14229. }
  14230. if ( material.lightMap ) {
  14231. uniforms.lightMap.value = material.lightMap;
  14232. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14233. }
  14234. if ( material.aoMap ) {
  14235. uniforms.aoMap.value = material.aoMap;
  14236. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14237. }
  14238. // uv repeat and offset setting priorities
  14239. // 1. color map
  14240. // 2. specular map
  14241. // 3. normal map
  14242. // 4. bump map
  14243. // 5. alpha map
  14244. // 6. emissive map
  14245. var uvScaleMap;
  14246. if ( material.map ) {
  14247. uvScaleMap = material.map;
  14248. } else if ( material.specularMap ) {
  14249. uvScaleMap = material.specularMap;
  14250. } else if ( material.displacementMap ) {
  14251. uvScaleMap = material.displacementMap;
  14252. } else if ( material.normalMap ) {
  14253. uvScaleMap = material.normalMap;
  14254. } else if ( material.bumpMap ) {
  14255. uvScaleMap = material.bumpMap;
  14256. } else if ( material.roughnessMap ) {
  14257. uvScaleMap = material.roughnessMap;
  14258. } else if ( material.metalnessMap ) {
  14259. uvScaleMap = material.metalnessMap;
  14260. } else if ( material.alphaMap ) {
  14261. uvScaleMap = material.alphaMap;
  14262. } else if ( material.emissiveMap ) {
  14263. uvScaleMap = material.emissiveMap;
  14264. }
  14265. if ( uvScaleMap !== undefined ) {
  14266. // backwards compatibility
  14267. if ( uvScaleMap.isWebGLRenderTarget ) {
  14268. uvScaleMap = uvScaleMap.texture;
  14269. }
  14270. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14271. uvScaleMap.updateMatrix();
  14272. }
  14273. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14274. }
  14275. // uv repeat and offset setting priorities for uv2
  14276. // 1. ao map
  14277. // 2. light map
  14278. var uv2ScaleMap;
  14279. if ( material.aoMap ) {
  14280. uv2ScaleMap = material.aoMap;
  14281. } else if ( material.lightMap ) {
  14282. uv2ScaleMap = material.lightMap;
  14283. }
  14284. if ( uv2ScaleMap !== undefined ) {
  14285. // backwards compatibility
  14286. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14287. uv2ScaleMap = uv2ScaleMap.texture;
  14288. }
  14289. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14290. uv2ScaleMap.updateMatrix();
  14291. }
  14292. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14293. }
  14294. }
  14295. function refreshUniformsLine( uniforms, material ) {
  14296. uniforms.diffuse.value.copy( material.color );
  14297. uniforms.opacity.value = material.opacity;
  14298. }
  14299. function refreshUniformsDash( uniforms, material ) {
  14300. uniforms.dashSize.value = material.dashSize;
  14301. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14302. uniforms.scale.value = material.scale;
  14303. }
  14304. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14305. uniforms.diffuse.value.copy( material.color );
  14306. uniforms.opacity.value = material.opacity;
  14307. uniforms.size.value = material.size * pixelRatio;
  14308. uniforms.scale.value = height * 0.5;
  14309. if ( material.map ) {
  14310. uniforms.map.value = material.map;
  14311. }
  14312. if ( material.alphaMap ) {
  14313. uniforms.alphaMap.value = material.alphaMap;
  14314. }
  14315. // uv repeat and offset setting priorities
  14316. // 1. color map
  14317. // 2. alpha map
  14318. var uvScaleMap;
  14319. if ( material.map ) {
  14320. uvScaleMap = material.map;
  14321. } else if ( material.alphaMap ) {
  14322. uvScaleMap = material.alphaMap;
  14323. }
  14324. if ( uvScaleMap !== undefined ) {
  14325. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14326. uvScaleMap.updateMatrix();
  14327. }
  14328. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14329. }
  14330. }
  14331. function refreshUniformsSprites( uniforms, material ) {
  14332. uniforms.diffuse.value.copy( material.color );
  14333. uniforms.opacity.value = material.opacity;
  14334. uniforms.rotation.value = material.rotation;
  14335. if ( material.map ) {
  14336. uniforms.map.value = material.map;
  14337. }
  14338. if ( material.alphaMap ) {
  14339. uniforms.alphaMap.value = material.alphaMap;
  14340. }
  14341. // uv repeat and offset setting priorities
  14342. // 1. color map
  14343. // 2. alpha map
  14344. var uvScaleMap;
  14345. if ( material.map ) {
  14346. uvScaleMap = material.map;
  14347. } else if ( material.alphaMap ) {
  14348. uvScaleMap = material.alphaMap;
  14349. }
  14350. if ( uvScaleMap !== undefined ) {
  14351. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14352. uvScaleMap.updateMatrix();
  14353. }
  14354. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14355. }
  14356. }
  14357. function refreshUniformsLambert( uniforms, material ) {
  14358. if ( material.emissiveMap ) {
  14359. uniforms.emissiveMap.value = material.emissiveMap;
  14360. }
  14361. }
  14362. function refreshUniformsPhong( uniforms, material ) {
  14363. uniforms.specular.value.copy( material.specular );
  14364. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14365. if ( material.emissiveMap ) {
  14366. uniforms.emissiveMap.value = material.emissiveMap;
  14367. }
  14368. if ( material.bumpMap ) {
  14369. uniforms.bumpMap.value = material.bumpMap;
  14370. uniforms.bumpScale.value = material.bumpScale;
  14371. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14372. }
  14373. if ( material.normalMap ) {
  14374. uniforms.normalMap.value = material.normalMap;
  14375. uniforms.normalScale.value.copy( material.normalScale );
  14376. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14377. }
  14378. if ( material.displacementMap ) {
  14379. uniforms.displacementMap.value = material.displacementMap;
  14380. uniforms.displacementScale.value = material.displacementScale;
  14381. uniforms.displacementBias.value = material.displacementBias;
  14382. }
  14383. }
  14384. function refreshUniformsToon( uniforms, material ) {
  14385. uniforms.specular.value.copy( material.specular );
  14386. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14387. if ( material.gradientMap ) {
  14388. uniforms.gradientMap.value = material.gradientMap;
  14389. }
  14390. if ( material.emissiveMap ) {
  14391. uniforms.emissiveMap.value = material.emissiveMap;
  14392. }
  14393. if ( material.bumpMap ) {
  14394. uniforms.bumpMap.value = material.bumpMap;
  14395. uniforms.bumpScale.value = material.bumpScale;
  14396. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14397. }
  14398. if ( material.normalMap ) {
  14399. uniforms.normalMap.value = material.normalMap;
  14400. uniforms.normalScale.value.copy( material.normalScale );
  14401. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14402. }
  14403. if ( material.displacementMap ) {
  14404. uniforms.displacementMap.value = material.displacementMap;
  14405. uniforms.displacementScale.value = material.displacementScale;
  14406. uniforms.displacementBias.value = material.displacementBias;
  14407. }
  14408. }
  14409. function refreshUniformsStandard( uniforms, material, environment ) {
  14410. uniforms.roughness.value = material.roughness;
  14411. uniforms.metalness.value = material.metalness;
  14412. if ( material.roughnessMap ) {
  14413. uniforms.roughnessMap.value = material.roughnessMap;
  14414. }
  14415. if ( material.metalnessMap ) {
  14416. uniforms.metalnessMap.value = material.metalnessMap;
  14417. }
  14418. if ( material.emissiveMap ) {
  14419. uniforms.emissiveMap.value = material.emissiveMap;
  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. if ( material.envMap || environment ) {
  14437. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14438. uniforms.envMapIntensity.value = material.envMapIntensity;
  14439. }
  14440. }
  14441. function refreshUniformsPhysical( uniforms, material, environment ) {
  14442. refreshUniformsStandard( uniforms, material, environment );
  14443. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14444. uniforms.clearcoat.value = material.clearcoat;
  14445. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14446. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14447. if ( material.clearcoatMap ) {
  14448. uniforms.clearcoatMap.value = material.clearcoatMap;
  14449. }
  14450. if ( material.clearcoatRoughnessMap ) {
  14451. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14452. }
  14453. if ( material.clearcoatNormalMap ) {
  14454. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14455. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14456. if ( material.side === BackSide ) {
  14457. uniforms.clearcoatNormalScale.value.negate();
  14458. }
  14459. }
  14460. uniforms.transparency.value = material.transparency;
  14461. }
  14462. function refreshUniformsMatcap( uniforms, material ) {
  14463. if ( material.matcap ) {
  14464. uniforms.matcap.value = material.matcap;
  14465. }
  14466. if ( material.bumpMap ) {
  14467. uniforms.bumpMap.value = material.bumpMap;
  14468. uniforms.bumpScale.value = material.bumpScale;
  14469. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14470. }
  14471. if ( material.normalMap ) {
  14472. uniforms.normalMap.value = material.normalMap;
  14473. uniforms.normalScale.value.copy( material.normalScale );
  14474. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14475. }
  14476. if ( material.displacementMap ) {
  14477. uniforms.displacementMap.value = material.displacementMap;
  14478. uniforms.displacementScale.value = material.displacementScale;
  14479. uniforms.displacementBias.value = material.displacementBias;
  14480. }
  14481. }
  14482. function refreshUniformsDepth( uniforms, material ) {
  14483. if ( material.displacementMap ) {
  14484. uniforms.displacementMap.value = material.displacementMap;
  14485. uniforms.displacementScale.value = material.displacementScale;
  14486. uniforms.displacementBias.value = material.displacementBias;
  14487. }
  14488. }
  14489. function refreshUniformsDistance( uniforms, material ) {
  14490. if ( material.displacementMap ) {
  14491. uniforms.displacementMap.value = material.displacementMap;
  14492. uniforms.displacementScale.value = material.displacementScale;
  14493. uniforms.displacementBias.value = material.displacementBias;
  14494. }
  14495. uniforms.referencePosition.value.copy( material.referencePosition );
  14496. uniforms.nearDistance.value = material.nearDistance;
  14497. uniforms.farDistance.value = material.farDistance;
  14498. }
  14499. function refreshUniformsNormal( uniforms, material ) {
  14500. if ( material.bumpMap ) {
  14501. uniforms.bumpMap.value = material.bumpMap;
  14502. uniforms.bumpScale.value = material.bumpScale;
  14503. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14504. }
  14505. if ( material.normalMap ) {
  14506. uniforms.normalMap.value = material.normalMap;
  14507. uniforms.normalScale.value.copy( material.normalScale );
  14508. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14509. }
  14510. if ( material.displacementMap ) {
  14511. uniforms.displacementMap.value = material.displacementMap;
  14512. uniforms.displacementScale.value = material.displacementScale;
  14513. uniforms.displacementBias.value = material.displacementBias;
  14514. }
  14515. }
  14516. return {
  14517. refreshFogUniforms: refreshFogUniforms,
  14518. refreshMaterialUniforms: refreshMaterialUniforms
  14519. };
  14520. }
  14521. /**
  14522. * @author supereggbert / http://www.paulbrunt.co.uk/
  14523. * @author mrdoob / http://mrdoob.com/
  14524. * @author alteredq / http://alteredqualia.com/
  14525. * @author szimek / https://github.com/szimek/
  14526. * @author tschw
  14527. */
  14528. function WebGLRenderer( parameters ) {
  14529. parameters = parameters || {};
  14530. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14531. _context = parameters.context !== undefined ? parameters.context : null,
  14532. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14533. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14534. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14535. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14536. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14537. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14538. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14539. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14540. var currentRenderList = null;
  14541. var currentRenderState = null;
  14542. // public properties
  14543. this.domElement = _canvas;
  14544. // Debug configuration container
  14545. this.debug = {
  14546. /**
  14547. * Enables error checking and reporting when shader programs are being compiled
  14548. * @type {boolean}
  14549. */
  14550. checkShaderErrors: true
  14551. };
  14552. // clearing
  14553. this.autoClear = true;
  14554. this.autoClearColor = true;
  14555. this.autoClearDepth = true;
  14556. this.autoClearStencil = true;
  14557. // scene graph
  14558. this.sortObjects = true;
  14559. // user-defined clipping
  14560. this.clippingPlanes = [];
  14561. this.localClippingEnabled = false;
  14562. // physically based shading
  14563. this.gammaFactor = 2.0; // for backwards compatibility
  14564. this.outputEncoding = LinearEncoding;
  14565. // physical lights
  14566. this.physicallyCorrectLights = false;
  14567. // tone mapping
  14568. this.toneMapping = NoToneMapping;
  14569. this.toneMappingExposure = 1.0;
  14570. // morphs
  14571. this.maxMorphTargets = 8;
  14572. this.maxMorphNormals = 4;
  14573. // internal properties
  14574. var _this = this;
  14575. var _isContextLost = false;
  14576. // internal state cache
  14577. var _framebuffer = null;
  14578. var _currentActiveCubeFace = 0;
  14579. var _currentActiveMipmapLevel = 0;
  14580. var _currentRenderTarget = null;
  14581. var _currentFramebuffer = null;
  14582. var _currentMaterialId = - 1;
  14583. // geometry and program caching
  14584. var _currentGeometryProgram = {
  14585. geometry: null,
  14586. program: null,
  14587. wireframe: false
  14588. };
  14589. var _currentCamera = null;
  14590. var _currentArrayCamera = null;
  14591. var _currentViewport = new Vector4();
  14592. var _currentScissor = new Vector4();
  14593. var _currentScissorTest = null;
  14594. //
  14595. var _width = _canvas.width;
  14596. var _height = _canvas.height;
  14597. var _pixelRatio = 1;
  14598. var _opaqueSort = null;
  14599. var _transparentSort = null;
  14600. var _viewport = new Vector4( 0, 0, _width, _height );
  14601. var _scissor = new Vector4( 0, 0, _width, _height );
  14602. var _scissorTest = false;
  14603. // frustum
  14604. var _frustum = new Frustum();
  14605. // clipping
  14606. var _clipping = new WebGLClipping();
  14607. var _clippingEnabled = false;
  14608. var _localClippingEnabled = false;
  14609. // camera matrices cache
  14610. var _projScreenMatrix = new Matrix4();
  14611. var _vector3 = new Vector3();
  14612. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14613. function getTargetPixelRatio() {
  14614. return _currentRenderTarget === null ? _pixelRatio : 1;
  14615. }
  14616. // initialize
  14617. var _gl = _context;
  14618. function getContext( contextNames, contextAttributes ) {
  14619. for ( var i = 0; i < contextNames.length; i ++ ) {
  14620. var contextName = contextNames[ i ];
  14621. var context = _canvas.getContext( contextName, contextAttributes );
  14622. if ( context !== null ) { return context; }
  14623. }
  14624. return null;
  14625. }
  14626. try {
  14627. var contextAttributes = {
  14628. alpha: _alpha,
  14629. depth: _depth,
  14630. stencil: _stencil,
  14631. antialias: _antialias,
  14632. premultipliedAlpha: _premultipliedAlpha,
  14633. preserveDrawingBuffer: _preserveDrawingBuffer,
  14634. powerPreference: _powerPreference,
  14635. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14636. };
  14637. // event listeners must be registered before WebGL context is created, see #12753
  14638. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14639. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14640. if ( _gl === null ) {
  14641. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14642. if ( _this.isWebGL1Renderer === true ) {
  14643. contextNames.shift();
  14644. }
  14645. _gl = getContext( contextNames, contextAttributes );
  14646. if ( _gl === null ) {
  14647. if ( getContext( contextNames ) ) {
  14648. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14649. } else {
  14650. throw new Error( 'Error creating WebGL context.' );
  14651. }
  14652. }
  14653. }
  14654. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14655. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14656. _gl.getShaderPrecisionFormat = function () {
  14657. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14658. };
  14659. }
  14660. } catch ( error ) {
  14661. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14662. throw error;
  14663. }
  14664. var extensions, capabilities, state, info;
  14665. var properties, textures, attributes, geometries, objects;
  14666. var programCache, materials, renderLists, renderStates;
  14667. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14668. var utils;
  14669. function initGLContext() {
  14670. extensions = new WebGLExtensions( _gl );
  14671. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14672. if ( capabilities.isWebGL2 === false ) {
  14673. extensions.get( 'WEBGL_depth_texture' );
  14674. extensions.get( 'OES_texture_float' );
  14675. extensions.get( 'OES_texture_half_float' );
  14676. extensions.get( 'OES_texture_half_float_linear' );
  14677. extensions.get( 'OES_standard_derivatives' );
  14678. extensions.get( 'OES_element_index_uint' );
  14679. extensions.get( 'ANGLE_instanced_arrays' );
  14680. }
  14681. extensions.get( 'OES_texture_float_linear' );
  14682. utils = new WebGLUtils( _gl, extensions, capabilities );
  14683. state = new WebGLState( _gl, extensions, capabilities );
  14684. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14685. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14686. info = new WebGLInfo( _gl );
  14687. properties = new WebGLProperties();
  14688. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14689. attributes = new WebGLAttributes( _gl, capabilities );
  14690. geometries = new WebGLGeometries( _gl, attributes, info );
  14691. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14692. morphtargets = new WebGLMorphtargets( _gl );
  14693. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14694. materials = new WebGLMaterials( properties );
  14695. renderLists = new WebGLRenderLists();
  14696. renderStates = new WebGLRenderStates();
  14697. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14698. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14699. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14700. info.programs = programCache.programs;
  14701. _this.capabilities = capabilities;
  14702. _this.extensions = extensions;
  14703. _this.properties = properties;
  14704. _this.renderLists = renderLists;
  14705. _this.state = state;
  14706. _this.info = info;
  14707. }
  14708. initGLContext();
  14709. // xr
  14710. var xr = new WebXRManager( _this, _gl );
  14711. this.xr = xr;
  14712. // shadow map
  14713. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14714. this.shadowMap = shadowMap;
  14715. // API
  14716. this.getContext = function () {
  14717. return _gl;
  14718. };
  14719. this.getContextAttributes = function () {
  14720. return _gl.getContextAttributes();
  14721. };
  14722. this.forceContextLoss = function () {
  14723. var extension = extensions.get( 'WEBGL_lose_context' );
  14724. if ( extension ) { extension.loseContext(); }
  14725. };
  14726. this.forceContextRestore = function () {
  14727. var extension = extensions.get( 'WEBGL_lose_context' );
  14728. if ( extension ) { extension.restoreContext(); }
  14729. };
  14730. this.getPixelRatio = function () {
  14731. return _pixelRatio;
  14732. };
  14733. this.setPixelRatio = function ( value ) {
  14734. if ( value === undefined ) { return; }
  14735. _pixelRatio = value;
  14736. this.setSize( _width, _height, false );
  14737. };
  14738. this.getSize = function ( target ) {
  14739. if ( target === undefined ) {
  14740. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14741. target = new Vector2();
  14742. }
  14743. return target.set( _width, _height );
  14744. };
  14745. this.setSize = function ( width, height, updateStyle ) {
  14746. if ( xr.isPresenting ) {
  14747. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14748. return;
  14749. }
  14750. _width = width;
  14751. _height = height;
  14752. _canvas.width = Math.floor( width * _pixelRatio );
  14753. _canvas.height = Math.floor( height * _pixelRatio );
  14754. if ( updateStyle !== false ) {
  14755. _canvas.style.width = width + 'px';
  14756. _canvas.style.height = height + 'px';
  14757. }
  14758. this.setViewport( 0, 0, width, height );
  14759. };
  14760. this.getDrawingBufferSize = function ( target ) {
  14761. if ( target === undefined ) {
  14762. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14763. target = new Vector2();
  14764. }
  14765. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14766. };
  14767. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14768. _width = width;
  14769. _height = height;
  14770. _pixelRatio = pixelRatio;
  14771. _canvas.width = Math.floor( width * pixelRatio );
  14772. _canvas.height = Math.floor( height * pixelRatio );
  14773. this.setViewport( 0, 0, width, height );
  14774. };
  14775. this.getCurrentViewport = function ( target ) {
  14776. if ( target === undefined ) {
  14777. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14778. target = new Vector4();
  14779. }
  14780. return target.copy( _currentViewport );
  14781. };
  14782. this.getViewport = function ( target ) {
  14783. return target.copy( _viewport );
  14784. };
  14785. this.setViewport = function ( x, y, width, height ) {
  14786. if ( x.isVector4 ) {
  14787. _viewport.set( x.x, x.y, x.z, x.w );
  14788. } else {
  14789. _viewport.set( x, y, width, height );
  14790. }
  14791. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14792. };
  14793. this.getScissor = function ( target ) {
  14794. return target.copy( _scissor );
  14795. };
  14796. this.setScissor = function ( x, y, width, height ) {
  14797. if ( x.isVector4 ) {
  14798. _scissor.set( x.x, x.y, x.z, x.w );
  14799. } else {
  14800. _scissor.set( x, y, width, height );
  14801. }
  14802. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14803. };
  14804. this.getScissorTest = function () {
  14805. return _scissorTest;
  14806. };
  14807. this.setScissorTest = function ( boolean ) {
  14808. state.setScissorTest( _scissorTest = boolean );
  14809. };
  14810. this.setOpaqueSort = function ( method ) {
  14811. _opaqueSort = method;
  14812. };
  14813. this.setTransparentSort = function ( method ) {
  14814. _transparentSort = method;
  14815. };
  14816. // Clearing
  14817. this.getClearColor = function () {
  14818. return background.getClearColor();
  14819. };
  14820. this.setClearColor = function () {
  14821. background.setClearColor.apply( background, arguments );
  14822. };
  14823. this.getClearAlpha = function () {
  14824. return background.getClearAlpha();
  14825. };
  14826. this.setClearAlpha = function () {
  14827. background.setClearAlpha.apply( background, arguments );
  14828. };
  14829. this.clear = function ( color, depth, stencil ) {
  14830. var bits = 0;
  14831. if ( color === undefined || color ) { bits |= 16384; }
  14832. if ( depth === undefined || depth ) { bits |= 256; }
  14833. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14834. _gl.clear( bits );
  14835. };
  14836. this.clearColor = function () {
  14837. this.clear( true, false, false );
  14838. };
  14839. this.clearDepth = function () {
  14840. this.clear( false, true, false );
  14841. };
  14842. this.clearStencil = function () {
  14843. this.clear( false, false, true );
  14844. };
  14845. //
  14846. this.dispose = function () {
  14847. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14848. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14849. renderLists.dispose();
  14850. renderStates.dispose();
  14851. properties.dispose();
  14852. objects.dispose();
  14853. xr.dispose();
  14854. animation.stop();
  14855. };
  14856. // Events
  14857. function onContextLost( event ) {
  14858. event.preventDefault();
  14859. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14860. _isContextLost = true;
  14861. }
  14862. function onContextRestore( /* event */ ) {
  14863. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14864. _isContextLost = false;
  14865. initGLContext();
  14866. }
  14867. function onMaterialDispose( event ) {
  14868. var material = event.target;
  14869. material.removeEventListener( 'dispose', onMaterialDispose );
  14870. deallocateMaterial( material );
  14871. }
  14872. // Buffer deallocation
  14873. function deallocateMaterial( material ) {
  14874. releaseMaterialProgramReference( material );
  14875. properties.remove( material );
  14876. }
  14877. function releaseMaterialProgramReference( material ) {
  14878. var programInfo = properties.get( material ).program;
  14879. material.program = undefined;
  14880. if ( programInfo !== undefined ) {
  14881. programCache.releaseProgram( programInfo );
  14882. }
  14883. }
  14884. // Buffer rendering
  14885. function renderObjectImmediate( object, program ) {
  14886. object.render( function ( object ) {
  14887. _this.renderBufferImmediate( object, program );
  14888. } );
  14889. }
  14890. this.renderBufferImmediate = function ( object, program ) {
  14891. state.initAttributes();
  14892. var buffers = properties.get( object );
  14893. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14894. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14895. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14896. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14897. var programAttributes = program.getAttributes();
  14898. if ( object.hasPositions ) {
  14899. _gl.bindBuffer( 34962, buffers.position );
  14900. _gl.bufferData( 34962, object.positionArray, 35048 );
  14901. state.enableAttribute( programAttributes.position );
  14902. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14903. }
  14904. if ( object.hasNormals ) {
  14905. _gl.bindBuffer( 34962, buffers.normal );
  14906. _gl.bufferData( 34962, object.normalArray, 35048 );
  14907. state.enableAttribute( programAttributes.normal );
  14908. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14909. }
  14910. if ( object.hasUvs ) {
  14911. _gl.bindBuffer( 34962, buffers.uv );
  14912. _gl.bufferData( 34962, object.uvArray, 35048 );
  14913. state.enableAttribute( programAttributes.uv );
  14914. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14915. }
  14916. if ( object.hasColors ) {
  14917. _gl.bindBuffer( 34962, buffers.color );
  14918. _gl.bufferData( 34962, object.colorArray, 35048 );
  14919. state.enableAttribute( programAttributes.color );
  14920. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14921. }
  14922. state.disableUnusedAttributes();
  14923. _gl.drawArrays( 4, 0, object.count );
  14924. object.count = 0;
  14925. };
  14926. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14927. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14928. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14929. var program = setProgram( camera, scene, material, object );
  14930. state.setMaterial( material, frontFaceCW );
  14931. var updateBuffers = false;
  14932. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14933. _currentGeometryProgram.program !== program.id ||
  14934. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14935. _currentGeometryProgram.geometry = geometry.id;
  14936. _currentGeometryProgram.program = program.id;
  14937. _currentGeometryProgram.wireframe = material.wireframe === true;
  14938. updateBuffers = true;
  14939. }
  14940. if ( material.morphTargets || material.morphNormals ) {
  14941. morphtargets.update( object, geometry, material, program );
  14942. updateBuffers = true;
  14943. }
  14944. if ( object.isInstancedMesh === true ) {
  14945. updateBuffers = true;
  14946. }
  14947. //
  14948. var index = geometry.index;
  14949. var position = geometry.attributes.position;
  14950. //
  14951. if ( index === null ) {
  14952. if ( position === undefined || position.count === 0 ) { return; }
  14953. } else if ( index.count === 0 ) {
  14954. return;
  14955. }
  14956. //
  14957. var rangeFactor = 1;
  14958. if ( material.wireframe === true ) {
  14959. index = geometries.getWireframeAttribute( geometry );
  14960. rangeFactor = 2;
  14961. }
  14962. var attribute;
  14963. var renderer = bufferRenderer;
  14964. if ( index !== null ) {
  14965. attribute = attributes.get( index );
  14966. renderer = indexedBufferRenderer;
  14967. renderer.setIndex( attribute );
  14968. }
  14969. if ( updateBuffers ) {
  14970. setupVertexAttributes( object, geometry, material, program );
  14971. if ( index !== null ) {
  14972. _gl.bindBuffer( 34963, attribute.buffer );
  14973. }
  14974. }
  14975. //
  14976. var dataCount = ( index !== null ) ? index.count : position.count;
  14977. var rangeStart = geometry.drawRange.start * rangeFactor;
  14978. var rangeCount = geometry.drawRange.count * rangeFactor;
  14979. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14980. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14981. var drawStart = Math.max( rangeStart, groupStart );
  14982. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14983. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14984. if ( drawCount === 0 ) { return; }
  14985. //
  14986. if ( object.isMesh ) {
  14987. if ( material.wireframe === true ) {
  14988. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14989. renderer.setMode( 1 );
  14990. } else {
  14991. renderer.setMode( 4 );
  14992. }
  14993. } else if ( object.isLine ) {
  14994. var lineWidth = material.linewidth;
  14995. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14996. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14997. if ( object.isLineSegments ) {
  14998. renderer.setMode( 1 );
  14999. } else if ( object.isLineLoop ) {
  15000. renderer.setMode( 2 );
  15001. } else {
  15002. renderer.setMode( 3 );
  15003. }
  15004. } else if ( object.isPoints ) {
  15005. renderer.setMode( 0 );
  15006. } else if ( object.isSprite ) {
  15007. renderer.setMode( 4 );
  15008. }
  15009. if ( object.isInstancedMesh ) {
  15010. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  15011. } else if ( geometry.isInstancedBufferGeometry ) {
  15012. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15013. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  15014. } else {
  15015. renderer.render( drawStart, drawCount );
  15016. }
  15017. };
  15018. function setupVertexAttributes( object, geometry, material, program ) {
  15019. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  15020. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  15021. }
  15022. state.initAttributes();
  15023. var geometryAttributes = geometry.attributes;
  15024. var programAttributes = program.getAttributes();
  15025. var materialDefaultAttributeValues = material.defaultAttributeValues;
  15026. for ( var name in programAttributes ) {
  15027. var programAttribute = programAttributes[ name ];
  15028. if ( programAttribute >= 0 ) {
  15029. var geometryAttribute = geometryAttributes[ name ];
  15030. if ( geometryAttribute !== undefined ) {
  15031. var normalized = geometryAttribute.normalized;
  15032. var size = geometryAttribute.itemSize;
  15033. var attribute = attributes.get( geometryAttribute );
  15034. // TODO Attribute may not be available on context restore
  15035. if ( attribute === undefined ) { continue; }
  15036. var buffer = attribute.buffer;
  15037. var type = attribute.type;
  15038. var bytesPerElement = attribute.bytesPerElement;
  15039. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  15040. var data = geometryAttribute.data;
  15041. var stride = data.stride;
  15042. var offset = geometryAttribute.offset;
  15043. if ( data && data.isInstancedInterleavedBuffer ) {
  15044. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  15045. if ( geometry._maxInstanceCount === undefined ) {
  15046. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  15047. }
  15048. } else {
  15049. state.enableAttribute( programAttribute );
  15050. }
  15051. _gl.bindBuffer( 34962, buffer );
  15052. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  15053. } else {
  15054. if ( geometryAttribute.isInstancedBufferAttribute ) {
  15055. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  15056. if ( geometry._maxInstanceCount === undefined ) {
  15057. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  15058. }
  15059. } else {
  15060. state.enableAttribute( programAttribute );
  15061. }
  15062. _gl.bindBuffer( 34962, buffer );
  15063. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  15064. }
  15065. } else if ( name === 'instanceMatrix' ) {
  15066. var attribute$1 = attributes.get( object.instanceMatrix );
  15067. // TODO Attribute may not be available on context restore
  15068. if ( attribute$1 === undefined ) { continue; }
  15069. var buffer$1 = attribute$1.buffer;
  15070. var type$1 = attribute$1.type;
  15071. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  15072. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  15073. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  15074. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  15075. _gl.bindBuffer( 34962, buffer$1 );
  15076. _gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  15077. _gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  15078. _gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  15079. _gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  15080. } else if ( materialDefaultAttributeValues !== undefined ) {
  15081. var value = materialDefaultAttributeValues[ name ];
  15082. if ( value !== undefined ) {
  15083. switch ( value.length ) {
  15084. case 2:
  15085. _gl.vertexAttrib2fv( programAttribute, value );
  15086. break;
  15087. case 3:
  15088. _gl.vertexAttrib3fv( programAttribute, value );
  15089. break;
  15090. case 4:
  15091. _gl.vertexAttrib4fv( programAttribute, value );
  15092. break;
  15093. default:
  15094. _gl.vertexAttrib1fv( programAttribute, value );
  15095. }
  15096. }
  15097. }
  15098. }
  15099. }
  15100. state.disableUnusedAttributes();
  15101. }
  15102. // Compile
  15103. this.compile = function ( scene, camera ) {
  15104. currentRenderState = renderStates.get( scene, camera );
  15105. currentRenderState.init();
  15106. scene.traverse( function ( object ) {
  15107. if ( object.isLight ) {
  15108. currentRenderState.pushLight( object );
  15109. if ( object.castShadow ) {
  15110. currentRenderState.pushShadow( object );
  15111. }
  15112. }
  15113. } );
  15114. currentRenderState.setupLights( camera );
  15115. var compiled = new WeakMap();
  15116. scene.traverse( function ( object ) {
  15117. var material = object.material;
  15118. if ( material ) {
  15119. if ( Array.isArray( material ) ) {
  15120. for ( var i = 0; i < material.length; i ++ ) {
  15121. var material2 = material[ i ];
  15122. if ( compiled.has( material2 ) === false ) {
  15123. initMaterial( material2, scene, object );
  15124. compiled.set( material2 );
  15125. }
  15126. }
  15127. } else if ( compiled.has( material ) === false ) {
  15128. initMaterial( material, scene, object );
  15129. compiled.set( material );
  15130. }
  15131. }
  15132. } );
  15133. };
  15134. // Animation Loop
  15135. var onAnimationFrameCallback = null;
  15136. function onAnimationFrame( time ) {
  15137. if ( xr.isPresenting ) { return; }
  15138. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15139. }
  15140. var animation = new WebGLAnimation();
  15141. animation.setAnimationLoop( onAnimationFrame );
  15142. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15143. this.setAnimationLoop = function ( callback ) {
  15144. onAnimationFrameCallback = callback;
  15145. xr.setAnimationLoop( callback );
  15146. animation.start();
  15147. };
  15148. // Rendering
  15149. this.render = function ( scene, camera ) {
  15150. var renderTarget, forceClear;
  15151. if ( arguments[ 2 ] !== undefined ) {
  15152. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15153. renderTarget = arguments[ 2 ];
  15154. }
  15155. if ( arguments[ 3 ] !== undefined ) {
  15156. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15157. forceClear = arguments[ 3 ];
  15158. }
  15159. if ( camera !== undefined && camera.isCamera !== true ) {
  15160. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15161. return;
  15162. }
  15163. if ( _isContextLost === true ) { return; }
  15164. // reset caching for this frame
  15165. _currentGeometryProgram.geometry = null;
  15166. _currentGeometryProgram.program = null;
  15167. _currentGeometryProgram.wireframe = false;
  15168. _currentMaterialId = - 1;
  15169. _currentCamera = null;
  15170. // update scene graph
  15171. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15172. // update camera matrices and frustum
  15173. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15174. if ( xr.enabled === true && xr.isPresenting === true ) {
  15175. camera = xr.getCamera( camera );
  15176. }
  15177. //
  15178. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15179. currentRenderState = renderStates.get( scene, camera );
  15180. currentRenderState.init();
  15181. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15182. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15183. _localClippingEnabled = this.localClippingEnabled;
  15184. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15185. currentRenderList = renderLists.get( scene, camera );
  15186. currentRenderList.init();
  15187. projectObject( scene, camera, 0, _this.sortObjects );
  15188. currentRenderList.finish();
  15189. if ( _this.sortObjects === true ) {
  15190. currentRenderList.sort( _opaqueSort, _transparentSort );
  15191. }
  15192. //
  15193. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15194. var shadowsArray = currentRenderState.state.shadowsArray;
  15195. shadowMap.render( shadowsArray, scene, camera );
  15196. currentRenderState.setupLights( camera );
  15197. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15198. //
  15199. if ( this.info.autoReset === true ) { this.info.reset(); }
  15200. if ( renderTarget !== undefined ) {
  15201. this.setRenderTarget( renderTarget );
  15202. }
  15203. //
  15204. background.render( currentRenderList, scene, camera, forceClear );
  15205. // render scene
  15206. var opaqueObjects = currentRenderList.opaque;
  15207. var transparentObjects = currentRenderList.transparent;
  15208. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15209. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15210. //
  15211. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15212. //
  15213. if ( _currentRenderTarget !== null ) {
  15214. // Generate mipmap if we're using any kind of mipmap filtering
  15215. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15216. // resolve multisample renderbuffers to a single-sample texture if necessary
  15217. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15218. }
  15219. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15220. state.buffers.depth.setTest( true );
  15221. state.buffers.depth.setMask( true );
  15222. state.buffers.color.setMask( true );
  15223. state.setPolygonOffset( false );
  15224. // _gl.finish();
  15225. currentRenderList = null;
  15226. currentRenderState = null;
  15227. };
  15228. function projectObject( object, camera, groupOrder, sortObjects ) {
  15229. if ( object.visible === false ) { return; }
  15230. var visible = object.layers.test( camera.layers );
  15231. if ( visible ) {
  15232. if ( object.isGroup ) {
  15233. groupOrder = object.renderOrder;
  15234. } else if ( object.isLOD ) {
  15235. if ( object.autoUpdate === true ) { object.update( camera ); }
  15236. } else if ( object.isLight ) {
  15237. currentRenderState.pushLight( object );
  15238. if ( object.castShadow ) {
  15239. currentRenderState.pushShadow( object );
  15240. }
  15241. } else if ( object.isSprite ) {
  15242. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15243. if ( sortObjects ) {
  15244. _vector3.setFromMatrixPosition( object.matrixWorld )
  15245. .applyMatrix4( _projScreenMatrix );
  15246. }
  15247. var geometry = objects.update( object );
  15248. var material = object.material;
  15249. if ( material.visible ) {
  15250. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15251. }
  15252. }
  15253. } else if ( object.isImmediateRenderObject ) {
  15254. if ( sortObjects ) {
  15255. _vector3.setFromMatrixPosition( object.matrixWorld )
  15256. .applyMatrix4( _projScreenMatrix );
  15257. }
  15258. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15259. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15260. if ( object.isSkinnedMesh ) {
  15261. // update skeleton only once in a frame
  15262. if ( object.skeleton.frame !== info.render.frame ) {
  15263. object.skeleton.update();
  15264. object.skeleton.frame = info.render.frame;
  15265. }
  15266. }
  15267. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15268. if ( sortObjects ) {
  15269. _vector3.setFromMatrixPosition( object.matrixWorld )
  15270. .applyMatrix4( _projScreenMatrix );
  15271. }
  15272. var geometry$1 = objects.update( object );
  15273. var material$1 = object.material;
  15274. if ( Array.isArray( material$1 ) ) {
  15275. var groups = geometry$1.groups;
  15276. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15277. var group = groups[ i ];
  15278. var groupMaterial = material$1[ group.materialIndex ];
  15279. if ( groupMaterial && groupMaterial.visible ) {
  15280. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15281. }
  15282. }
  15283. } else if ( material$1.visible ) {
  15284. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15285. }
  15286. }
  15287. }
  15288. }
  15289. var children = object.children;
  15290. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15291. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15292. }
  15293. }
  15294. function renderObjects( renderList, scene, camera ) {
  15295. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15296. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15297. var renderItem = renderList[ i ];
  15298. var object = renderItem.object;
  15299. var geometry = renderItem.geometry;
  15300. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15301. var group = renderItem.group;
  15302. if ( camera.isArrayCamera ) {
  15303. _currentArrayCamera = camera;
  15304. var cameras = camera.cameras;
  15305. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15306. var camera2 = cameras[ j ];
  15307. if ( object.layers.test( camera2.layers ) ) {
  15308. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15309. currentRenderState.setupLights( camera2 );
  15310. renderObject( object, scene, camera2, geometry, material, group );
  15311. }
  15312. }
  15313. } else {
  15314. _currentArrayCamera = null;
  15315. renderObject( object, scene, camera, geometry, material, group );
  15316. }
  15317. }
  15318. }
  15319. function renderObject( object, scene, camera, geometry, material, group ) {
  15320. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15321. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15322. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15323. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15324. if ( object.isImmediateRenderObject ) {
  15325. var program = setProgram( camera, scene, material, object );
  15326. state.setMaterial( material );
  15327. _currentGeometryProgram.geometry = null;
  15328. _currentGeometryProgram.program = null;
  15329. _currentGeometryProgram.wireframe = false;
  15330. renderObjectImmediate( object, program );
  15331. } else {
  15332. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15333. }
  15334. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15335. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15336. }
  15337. function initMaterial( material, scene, object ) {
  15338. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15339. var materialProperties = properties.get( material );
  15340. var lights = currentRenderState.state.lights;
  15341. var shadowsArray = currentRenderState.state.shadowsArray;
  15342. var lightsStateVersion = lights.state.version;
  15343. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15344. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15345. var program = materialProperties.program;
  15346. var programChange = true;
  15347. if ( program === undefined ) {
  15348. // new material
  15349. material.addEventListener( 'dispose', onMaterialDispose );
  15350. } else if ( program.cacheKey !== programCacheKey ) {
  15351. // changed glsl or parameters
  15352. releaseMaterialProgramReference( material );
  15353. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15354. materialProperties.lightsStateVersion = lightsStateVersion;
  15355. programChange = false;
  15356. } else if ( parameters.shaderID !== undefined ) {
  15357. // same glsl and uniform list
  15358. return;
  15359. } else {
  15360. // only rebuild uniform list
  15361. programChange = false;
  15362. }
  15363. if ( programChange ) {
  15364. program = programCache.acquireProgram( parameters, programCacheKey );
  15365. materialProperties.program = program;
  15366. materialProperties.uniforms = parameters.uniforms;
  15367. materialProperties.outputEncoding = parameters.outputEncoding;
  15368. material.program = program;
  15369. }
  15370. var programAttributes = program.getAttributes();
  15371. if ( material.morphTargets ) {
  15372. material.numSupportedMorphTargets = 0;
  15373. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15374. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15375. material.numSupportedMorphTargets ++;
  15376. }
  15377. }
  15378. }
  15379. if ( material.morphNormals ) {
  15380. material.numSupportedMorphNormals = 0;
  15381. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15382. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15383. material.numSupportedMorphNormals ++;
  15384. }
  15385. }
  15386. }
  15387. var uniforms = materialProperties.uniforms;
  15388. if ( ! material.isShaderMaterial &&
  15389. ! material.isRawShaderMaterial ||
  15390. material.clipping === true ) {
  15391. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15392. materialProperties.numIntersection = _clipping.numIntersection;
  15393. uniforms.clippingPlanes = _clipping.uniform;
  15394. }
  15395. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15396. materialProperties.fog = scene.fog;
  15397. // store the light setup it was created for
  15398. materialProperties.needsLights = materialNeedsLights( material );
  15399. materialProperties.lightsStateVersion = lightsStateVersion;
  15400. if ( materialProperties.needsLights ) {
  15401. // wire up the material to this renderer's lighting state
  15402. uniforms.ambientLightColor.value = lights.state.ambient;
  15403. uniforms.lightProbe.value = lights.state.probe;
  15404. uniforms.directionalLights.value = lights.state.directional;
  15405. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15406. uniforms.spotLights.value = lights.state.spot;
  15407. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15408. uniforms.rectAreaLights.value = lights.state.rectArea;
  15409. uniforms.pointLights.value = lights.state.point;
  15410. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15411. uniforms.hemisphereLights.value = lights.state.hemi;
  15412. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15413. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15414. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15415. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15416. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15417. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15418. // TODO (abelnation): add area lights shadow info to uniforms
  15419. }
  15420. var progUniforms = materialProperties.program.getUniforms(),
  15421. uniformsList =
  15422. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15423. materialProperties.uniformsList = uniformsList;
  15424. }
  15425. function setProgram( camera, scene, material, object ) {
  15426. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15427. textures.resetTextureUnits();
  15428. var fog = scene.fog;
  15429. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15430. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15431. var materialProperties = properties.get( material );
  15432. var lights = currentRenderState.state.lights;
  15433. if ( _clippingEnabled === true ) {
  15434. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15435. var useCache =
  15436. camera === _currentCamera &&
  15437. material.id === _currentMaterialId;
  15438. // we might want to call this function with some ClippingGroup
  15439. // object instead of the material, once it becomes feasible
  15440. // (#8465, #8379)
  15441. _clipping.setState(
  15442. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15443. camera, materialProperties, useCache );
  15444. }
  15445. }
  15446. if ( material.version === materialProperties.__version ) {
  15447. if ( materialProperties.program === undefined ) {
  15448. initMaterial( material, scene, object );
  15449. } else if ( material.fog && materialProperties.fog !== fog ) {
  15450. initMaterial( material, scene, object );
  15451. } else if ( materialProperties.environment !== environment ) {
  15452. initMaterial( material, scene, object );
  15453. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15454. initMaterial( material, scene, object );
  15455. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15456. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15457. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15458. initMaterial( material, scene, object );
  15459. } else if ( materialProperties.outputEncoding !== encoding ) {
  15460. initMaterial( material, scene, object );
  15461. }
  15462. } else {
  15463. initMaterial( material, scene, object );
  15464. materialProperties.__version = material.version;
  15465. }
  15466. var refreshProgram = false;
  15467. var refreshMaterial = false;
  15468. var refreshLights = false;
  15469. var program = materialProperties.program,
  15470. p_uniforms = program.getUniforms(),
  15471. m_uniforms = materialProperties.uniforms;
  15472. if ( state.useProgram( program.program ) ) {
  15473. refreshProgram = true;
  15474. refreshMaterial = true;
  15475. refreshLights = true;
  15476. }
  15477. if ( material.id !== _currentMaterialId ) {
  15478. _currentMaterialId = material.id;
  15479. refreshMaterial = true;
  15480. }
  15481. if ( refreshProgram || _currentCamera !== camera ) {
  15482. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15483. if ( capabilities.logarithmicDepthBuffer ) {
  15484. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15485. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15486. }
  15487. if ( _currentCamera !== camera ) {
  15488. _currentCamera = camera;
  15489. // lighting uniforms depend on the camera so enforce an update
  15490. // now, in case this material supports lights - or later, when
  15491. // the next material that does gets activated:
  15492. refreshMaterial = true; // set to true on material change
  15493. refreshLights = true; // remains set until update done
  15494. }
  15495. // load material specific uniforms
  15496. // (shader material also gets them for the sake of genericity)
  15497. if ( material.isShaderMaterial ||
  15498. material.isMeshPhongMaterial ||
  15499. material.isMeshToonMaterial ||
  15500. material.isMeshStandardMaterial ||
  15501. material.envMap ) {
  15502. var uCamPos = p_uniforms.map.cameraPosition;
  15503. if ( uCamPos !== undefined ) {
  15504. uCamPos.setValue( _gl,
  15505. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15506. }
  15507. }
  15508. if ( material.isMeshPhongMaterial ||
  15509. material.isMeshToonMaterial ||
  15510. material.isMeshLambertMaterial ||
  15511. material.isMeshBasicMaterial ||
  15512. material.isMeshStandardMaterial ||
  15513. material.isShaderMaterial ) {
  15514. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15515. }
  15516. if ( material.isMeshPhongMaterial ||
  15517. material.isMeshToonMaterial ||
  15518. material.isMeshLambertMaterial ||
  15519. material.isMeshBasicMaterial ||
  15520. material.isMeshStandardMaterial ||
  15521. material.isShaderMaterial ||
  15522. material.skinning ) {
  15523. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15524. }
  15525. }
  15526. // skinning uniforms must be set even if material didn't change
  15527. // auto-setting of texture unit for bone texture must go before other textures
  15528. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15529. if ( material.skinning ) {
  15530. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15531. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15532. var skeleton = object.skeleton;
  15533. if ( skeleton ) {
  15534. var bones = skeleton.bones;
  15535. if ( capabilities.floatVertexTextures ) {
  15536. if ( skeleton.boneTexture === undefined ) {
  15537. // layout (1 matrix = 4 pixels)
  15538. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15539. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15540. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15541. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15542. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15543. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15544. size = MathUtils.ceilPowerOfTwo( size );
  15545. size = Math.max( size, 4 );
  15546. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15547. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15548. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15549. skeleton.boneMatrices = boneMatrices;
  15550. skeleton.boneTexture = boneTexture;
  15551. skeleton.boneTextureSize = size;
  15552. }
  15553. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15554. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15555. } else {
  15556. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15557. }
  15558. }
  15559. }
  15560. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15561. materialProperties.receiveShadow = object.receiveShadow;
  15562. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15563. }
  15564. if ( refreshMaterial ) {
  15565. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15566. if ( materialProperties.needsLights ) {
  15567. // the current material requires lighting info
  15568. // note: all lighting uniforms are always set correctly
  15569. // they simply reference the renderer's state for their
  15570. // values
  15571. //
  15572. // use the current material's .needsUpdate flags to set
  15573. // the GL state when required
  15574. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15575. }
  15576. // refresh uniforms common to several materials
  15577. if ( fog && material.fog ) {
  15578. materials.refreshFogUniforms( m_uniforms, fog );
  15579. }
  15580. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15581. // RectAreaLight Texture
  15582. // TODO (mrdoob): Find a nicer implementation
  15583. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15584. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15585. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15586. }
  15587. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15588. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15589. material.uniformsNeedUpdate = false;
  15590. }
  15591. if ( material.isSpriteMaterial ) {
  15592. p_uniforms.setValue( _gl, 'center', object.center );
  15593. }
  15594. // common matrices
  15595. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15596. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15597. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15598. return program;
  15599. }
  15600. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15601. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15602. uniforms.ambientLightColor.needsUpdate = value;
  15603. uniforms.lightProbe.needsUpdate = value;
  15604. uniforms.directionalLights.needsUpdate = value;
  15605. uniforms.directionalLightShadows.needsUpdate = value;
  15606. uniforms.pointLights.needsUpdate = value;
  15607. uniforms.pointLightShadows.needsUpdate = value;
  15608. uniforms.spotLights.needsUpdate = value;
  15609. uniforms.spotLightShadows.needsUpdate = value;
  15610. uniforms.rectAreaLights.needsUpdate = value;
  15611. uniforms.hemisphereLights.needsUpdate = value;
  15612. }
  15613. function materialNeedsLights( material ) {
  15614. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15615. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15616. ( material.isShaderMaterial && material.lights === true );
  15617. }
  15618. //
  15619. this.setFramebuffer = function ( value ) {
  15620. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15621. _framebuffer = value;
  15622. };
  15623. this.getActiveCubeFace = function () {
  15624. return _currentActiveCubeFace;
  15625. };
  15626. this.getActiveMipmapLevel = function () {
  15627. return _currentActiveMipmapLevel;
  15628. };
  15629. this.getRenderTarget = function () {
  15630. return _currentRenderTarget;
  15631. };
  15632. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15633. _currentRenderTarget = renderTarget;
  15634. _currentActiveCubeFace = activeCubeFace;
  15635. _currentActiveMipmapLevel = activeMipmapLevel;
  15636. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15637. textures.setupRenderTarget( renderTarget );
  15638. }
  15639. var framebuffer = _framebuffer;
  15640. var isCube = false;
  15641. if ( renderTarget ) {
  15642. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15643. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15644. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15645. isCube = true;
  15646. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15647. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15648. } else {
  15649. framebuffer = _webglFramebuffer;
  15650. }
  15651. _currentViewport.copy( renderTarget.viewport );
  15652. _currentScissor.copy( renderTarget.scissor );
  15653. _currentScissorTest = renderTarget.scissorTest;
  15654. } else {
  15655. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15656. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15657. _currentScissorTest = _scissorTest;
  15658. }
  15659. if ( _currentFramebuffer !== framebuffer ) {
  15660. _gl.bindFramebuffer( 36160, framebuffer );
  15661. _currentFramebuffer = framebuffer;
  15662. }
  15663. state.viewport( _currentViewport );
  15664. state.scissor( _currentScissor );
  15665. state.setScissorTest( _currentScissorTest );
  15666. if ( isCube ) {
  15667. var textureProperties = properties.get( renderTarget.texture );
  15668. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15669. }
  15670. };
  15671. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15672. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15673. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15674. return;
  15675. }
  15676. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15677. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15678. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15679. }
  15680. if ( framebuffer ) {
  15681. var restore = false;
  15682. if ( framebuffer !== _currentFramebuffer ) {
  15683. _gl.bindFramebuffer( 36160, framebuffer );
  15684. restore = true;
  15685. }
  15686. try {
  15687. var texture = renderTarget.texture;
  15688. var textureFormat = texture.format;
  15689. var textureType = texture.type;
  15690. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15691. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15692. return;
  15693. }
  15694. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15695. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15696. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15697. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15698. return;
  15699. }
  15700. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15701. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15702. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15703. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15704. }
  15705. } else {
  15706. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15707. }
  15708. } finally {
  15709. if ( restore ) {
  15710. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15711. }
  15712. }
  15713. }
  15714. };
  15715. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15716. if ( level === undefined ) { level = 0; }
  15717. var levelScale = Math.pow( 2, - level );
  15718. var width = Math.floor( texture.image.width * levelScale );
  15719. var height = Math.floor( texture.image.height * levelScale );
  15720. var glFormat = utils.convert( texture.format );
  15721. textures.setTexture2D( texture, 0 );
  15722. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15723. state.unbindTexture();
  15724. };
  15725. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15726. if ( level === undefined ) { level = 0; }
  15727. var width = srcTexture.image.width;
  15728. var height = srcTexture.image.height;
  15729. var glFormat = utils.convert( dstTexture.format );
  15730. var glType = utils.convert( dstTexture.type );
  15731. textures.setTexture2D( dstTexture, 0 );
  15732. if ( srcTexture.isDataTexture ) {
  15733. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15734. } else {
  15735. if ( srcTexture.isCompressedTexture ) {
  15736. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15737. } else {
  15738. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15739. }
  15740. }
  15741. // Generate mipmaps only when copying level 0
  15742. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15743. state.unbindTexture();
  15744. };
  15745. this.initTexture = function ( texture ) {
  15746. textures.setTexture2D( texture, 0 );
  15747. state.unbindTexture();
  15748. };
  15749. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15750. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15751. }
  15752. }
  15753. /**
  15754. * @author Mugen87 / https://github.com/Mugen87
  15755. */
  15756. function WebGL1Renderer( parameters ) {
  15757. WebGLRenderer.call( this, parameters );
  15758. }
  15759. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15760. constructor: WebGL1Renderer,
  15761. isWebGL1Renderer: true
  15762. } );
  15763. /**
  15764. * @author mrdoob / http://mrdoob.com/
  15765. * @author alteredq / http://alteredqualia.com/
  15766. */
  15767. function FogExp2( color, density ) {
  15768. this.name = '';
  15769. this.color = new Color( color );
  15770. this.density = ( density !== undefined ) ? density : 0.00025;
  15771. }
  15772. Object.assign( FogExp2.prototype, {
  15773. isFogExp2: true,
  15774. clone: function () {
  15775. return new FogExp2( this.color, this.density );
  15776. },
  15777. toJSON: function ( /* meta */ ) {
  15778. return {
  15779. type: 'FogExp2',
  15780. color: this.color.getHex(),
  15781. density: this.density
  15782. };
  15783. }
  15784. } );
  15785. /**
  15786. * @author mrdoob / http://mrdoob.com/
  15787. * @author alteredq / http://alteredqualia.com/
  15788. */
  15789. function Fog( color, near, far ) {
  15790. this.name = '';
  15791. this.color = new Color( color );
  15792. this.near = ( near !== undefined ) ? near : 1;
  15793. this.far = ( far !== undefined ) ? far : 1000;
  15794. }
  15795. Object.assign( Fog.prototype, {
  15796. isFog: true,
  15797. clone: function () {
  15798. return new Fog( this.color, this.near, this.far );
  15799. },
  15800. toJSON: function ( /* meta */ ) {
  15801. return {
  15802. type: 'Fog',
  15803. color: this.color.getHex(),
  15804. near: this.near,
  15805. far: this.far
  15806. };
  15807. }
  15808. } );
  15809. /**
  15810. * @author benaadams / https://twitter.com/ben_a_adams
  15811. */
  15812. function InterleavedBuffer( array, stride ) {
  15813. this.array = array;
  15814. this.stride = stride;
  15815. this.count = array !== undefined ? array.length / stride : 0;
  15816. this.usage = StaticDrawUsage;
  15817. this.updateRange = { offset: 0, count: - 1 };
  15818. this.version = 0;
  15819. this.uuid = MathUtils.generateUUID();
  15820. }
  15821. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15822. set: function ( value ) {
  15823. if ( value === true ) { this.version ++; }
  15824. }
  15825. } );
  15826. Object.assign( InterleavedBuffer.prototype, {
  15827. isInterleavedBuffer: true,
  15828. onUploadCallback: function () {},
  15829. setUsage: function ( value ) {
  15830. this.usage = value;
  15831. return this;
  15832. },
  15833. copy: function ( source ) {
  15834. this.array = new source.array.constructor( source.array );
  15835. this.count = source.count;
  15836. this.stride = source.stride;
  15837. this.usage = source.usage;
  15838. return this;
  15839. },
  15840. copyAt: function ( index1, attribute, index2 ) {
  15841. index1 *= this.stride;
  15842. index2 *= attribute.stride;
  15843. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15844. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15845. }
  15846. return this;
  15847. },
  15848. set: function ( value, offset ) {
  15849. if ( offset === undefined ) { offset = 0; }
  15850. this.array.set( value, offset );
  15851. return this;
  15852. },
  15853. clone: function ( data ) {
  15854. if ( data.arrayBuffers === undefined ) {
  15855. data.arrayBuffers = {};
  15856. }
  15857. if ( this.array.buffer._uuid === undefined ) {
  15858. this.array.buffer._uuid = MathUtils.generateUUID();
  15859. }
  15860. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15861. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  15862. }
  15863. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  15864. var ib = new InterleavedBuffer( array, this.stride );
  15865. ib.setUsage( this.usage );
  15866. return ib;
  15867. },
  15868. onUpload: function ( callback ) {
  15869. this.onUploadCallback = callback;
  15870. return this;
  15871. },
  15872. toJSON: function ( data ) {
  15873. if ( data.arrayBuffers === undefined ) {
  15874. data.arrayBuffers = {};
  15875. }
  15876. // generate UUID for array buffer if necessary
  15877. if ( this.array.buffer._uuid === undefined ) {
  15878. this.array.buffer._uuid = MathUtils.generateUUID();
  15879. }
  15880. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15881. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  15882. }
  15883. //
  15884. return {
  15885. uuid: this.uuid,
  15886. buffer: this.array.buffer._uuid,
  15887. type: this.array.constructor.name,
  15888. stride: this.stride
  15889. };
  15890. }
  15891. } );
  15892. /**
  15893. * @author benaadams / https://twitter.com/ben_a_adams
  15894. */
  15895. var _vector$6 = new Vector3();
  15896. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15897. this.name = '';
  15898. this.data = interleavedBuffer;
  15899. this.itemSize = itemSize;
  15900. this.offset = offset;
  15901. this.normalized = normalized === true;
  15902. }
  15903. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15904. count: {
  15905. get: function () {
  15906. return this.data.count;
  15907. }
  15908. },
  15909. array: {
  15910. get: function () {
  15911. return this.data.array;
  15912. }
  15913. }
  15914. } );
  15915. Object.assign( InterleavedBufferAttribute.prototype, {
  15916. isInterleavedBufferAttribute: true,
  15917. applyMatrix4: function ( m ) {
  15918. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15919. _vector$6.x = this.getX( i );
  15920. _vector$6.y = this.getY( i );
  15921. _vector$6.z = this.getZ( i );
  15922. _vector$6.applyMatrix4( m );
  15923. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15924. }
  15925. return this;
  15926. },
  15927. setX: function ( index, x ) {
  15928. this.data.array[ index * this.data.stride + this.offset ] = x;
  15929. return this;
  15930. },
  15931. setY: function ( index, y ) {
  15932. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15933. return this;
  15934. },
  15935. setZ: function ( index, z ) {
  15936. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15937. return this;
  15938. },
  15939. setW: function ( index, w ) {
  15940. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15941. return this;
  15942. },
  15943. getX: function ( index ) {
  15944. return this.data.array[ index * this.data.stride + this.offset ];
  15945. },
  15946. getY: function ( index ) {
  15947. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15948. },
  15949. getZ: function ( index ) {
  15950. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15951. },
  15952. getW: function ( index ) {
  15953. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15954. },
  15955. setXY: function ( index, x, y ) {
  15956. index = index * this.data.stride + this.offset;
  15957. this.data.array[ index + 0 ] = x;
  15958. this.data.array[ index + 1 ] = y;
  15959. return this;
  15960. },
  15961. setXYZ: function ( index, x, y, z ) {
  15962. index = index * this.data.stride + this.offset;
  15963. this.data.array[ index + 0 ] = x;
  15964. this.data.array[ index + 1 ] = y;
  15965. this.data.array[ index + 2 ] = z;
  15966. return this;
  15967. },
  15968. setXYZW: function ( index, x, y, z, w ) {
  15969. index = index * this.data.stride + this.offset;
  15970. this.data.array[ index + 0 ] = x;
  15971. this.data.array[ index + 1 ] = y;
  15972. this.data.array[ index + 2 ] = z;
  15973. this.data.array[ index + 3 ] = w;
  15974. return this;
  15975. },
  15976. clone: function ( data ) {
  15977. if ( data === undefined ) {
  15978. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15979. var array = [];
  15980. for ( var i = 0; i < this.count; i ++ ) {
  15981. var index = i * this.data.stride + this.offset;
  15982. for ( var j = 0; j < this.itemSize; j ++ ) {
  15983. array.push( this.data.array[ index + j ] );
  15984. }
  15985. }
  15986. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15987. } else {
  15988. if ( data.interleavedBuffers === undefined ) {
  15989. data.interleavedBuffers = {};
  15990. }
  15991. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15992. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15993. }
  15994. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15995. }
  15996. },
  15997. toJSON: function ( data ) {
  15998. if ( data === undefined ) {
  15999. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  16000. var array = [];
  16001. for ( var i = 0; i < this.count; i ++ ) {
  16002. var index = i * this.data.stride + this.offset;
  16003. for ( var j = 0; j < this.itemSize; j ++ ) {
  16004. array.push( this.data.array[ index + j ] );
  16005. }
  16006. }
  16007. // deinterleave data and save it as an ordinary buffer attribute for now
  16008. return {
  16009. itemSize: this.itemSize,
  16010. type: this.array.constructor.name,
  16011. array: array,
  16012. normalized: this.normalized
  16013. };
  16014. } else {
  16015. // save as true interlaved attribtue
  16016. if ( data.interleavedBuffers === undefined ) {
  16017. data.interleavedBuffers = {};
  16018. }
  16019. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16020. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16021. }
  16022. return {
  16023. isInterleavedBufferAttribute: true,
  16024. itemSize: this.itemSize,
  16025. data: this.data.uuid,
  16026. offset: this.offset,
  16027. normalized: this.normalized
  16028. };
  16029. }
  16030. }
  16031. } );
  16032. /**
  16033. * @author alteredq / http://alteredqualia.com/
  16034. *
  16035. * parameters = {
  16036. * color: <hex>,
  16037. * map: new THREE.Texture( <Image> ),
  16038. * alphaMap: new THREE.Texture( <Image> ),
  16039. * rotation: <float>,
  16040. * sizeAttenuation: <bool>
  16041. * }
  16042. */
  16043. function SpriteMaterial( parameters ) {
  16044. Material.call( this );
  16045. this.type = 'SpriteMaterial';
  16046. this.color = new Color( 0xffffff );
  16047. this.map = null;
  16048. this.alphaMap = null;
  16049. this.rotation = 0;
  16050. this.sizeAttenuation = true;
  16051. this.transparent = true;
  16052. this.setValues( parameters );
  16053. }
  16054. SpriteMaterial.prototype = Object.create( Material.prototype );
  16055. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16056. SpriteMaterial.prototype.isSpriteMaterial = true;
  16057. SpriteMaterial.prototype.copy = function ( source ) {
  16058. Material.prototype.copy.call( this, source );
  16059. this.color.copy( source.color );
  16060. this.map = source.map;
  16061. this.alphaMap = source.alphaMap;
  16062. this.rotation = source.rotation;
  16063. this.sizeAttenuation = source.sizeAttenuation;
  16064. return this;
  16065. };
  16066. /**
  16067. * @author mikael emtinger / http://gomo.se/
  16068. * @author alteredq / http://alteredqualia.com/
  16069. */
  16070. var _geometry;
  16071. var _intersectPoint = new Vector3();
  16072. var _worldScale = new Vector3();
  16073. var _mvPosition = new Vector3();
  16074. var _alignedPosition = new Vector2();
  16075. var _rotatedPosition = new Vector2();
  16076. var _viewWorldMatrix = new Matrix4();
  16077. var _vA$1 = new Vector3();
  16078. var _vB$1 = new Vector3();
  16079. var _vC$1 = new Vector3();
  16080. var _uvA$1 = new Vector2();
  16081. var _uvB$1 = new Vector2();
  16082. var _uvC$1 = new Vector2();
  16083. function Sprite( material ) {
  16084. Object3D.call( this );
  16085. this.type = 'Sprite';
  16086. if ( _geometry === undefined ) {
  16087. _geometry = new BufferGeometry();
  16088. var float32Array = new Float32Array( [
  16089. - 0.5, - 0.5, 0, 0, 0,
  16090. 0.5, - 0.5, 0, 1, 0,
  16091. 0.5, 0.5, 0, 1, 1,
  16092. - 0.5, 0.5, 0, 0, 1
  16093. ] );
  16094. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16095. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16096. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16097. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16098. }
  16099. this.geometry = _geometry;
  16100. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16101. this.center = new Vector2( 0.5, 0.5 );
  16102. }
  16103. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16104. constructor: Sprite,
  16105. isSprite: true,
  16106. raycast: function ( raycaster, intersects ) {
  16107. if ( raycaster.camera === null ) {
  16108. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16109. }
  16110. _worldScale.setFromMatrixScale( this.matrixWorld );
  16111. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16112. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16113. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16114. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16115. _worldScale.multiplyScalar( - _mvPosition.z );
  16116. }
  16117. var rotation = this.material.rotation;
  16118. var sin, cos;
  16119. if ( rotation !== 0 ) {
  16120. cos = Math.cos( rotation );
  16121. sin = Math.sin( rotation );
  16122. }
  16123. var center = this.center;
  16124. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16125. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16126. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16127. _uvA$1.set( 0, 0 );
  16128. _uvB$1.set( 1, 0 );
  16129. _uvC$1.set( 1, 1 );
  16130. // check first triangle
  16131. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16132. if ( intersect === null ) {
  16133. // check second triangle
  16134. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16135. _uvB$1.set( 0, 1 );
  16136. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16137. if ( intersect === null ) {
  16138. return;
  16139. }
  16140. }
  16141. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16142. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16143. intersects.push( {
  16144. distance: distance,
  16145. point: _intersectPoint.clone(),
  16146. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16147. face: null,
  16148. object: this
  16149. } );
  16150. },
  16151. copy: function ( source ) {
  16152. Object3D.prototype.copy.call( this, source );
  16153. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16154. this.material = source.material;
  16155. return this;
  16156. }
  16157. } );
  16158. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16159. // compute position in camera space
  16160. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16161. // to check if rotation is not zero
  16162. if ( sin !== undefined ) {
  16163. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16164. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16165. } else {
  16166. _rotatedPosition.copy( _alignedPosition );
  16167. }
  16168. vertexPosition.copy( mvPosition );
  16169. vertexPosition.x += _rotatedPosition.x;
  16170. vertexPosition.y += _rotatedPosition.y;
  16171. // transform to world space
  16172. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16173. }
  16174. /**
  16175. * @author mikael emtinger / http://gomo.se/
  16176. * @author alteredq / http://alteredqualia.com/
  16177. * @author mrdoob / http://mrdoob.com/
  16178. */
  16179. var _v1$4 = new Vector3();
  16180. var _v2$2 = new Vector3();
  16181. function LOD() {
  16182. Object3D.call( this );
  16183. this._currentLevel = 0;
  16184. this.type = 'LOD';
  16185. Object.defineProperties( this, {
  16186. levels: {
  16187. enumerable: true,
  16188. value: []
  16189. }
  16190. } );
  16191. this.autoUpdate = true;
  16192. }
  16193. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16194. constructor: LOD,
  16195. isLOD: true,
  16196. copy: function ( source ) {
  16197. Object3D.prototype.copy.call( this, source, false );
  16198. var levels = source.levels;
  16199. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16200. var level = levels[ i ];
  16201. this.addLevel( level.object.clone(), level.distance );
  16202. }
  16203. this.autoUpdate = source.autoUpdate;
  16204. return this;
  16205. },
  16206. addLevel: function ( object, distance ) {
  16207. if ( distance === undefined ) { distance = 0; }
  16208. distance = Math.abs( distance );
  16209. var levels = this.levels;
  16210. var l;
  16211. for ( l = 0; l < levels.length; l ++ ) {
  16212. if ( distance < levels[ l ].distance ) {
  16213. break;
  16214. }
  16215. }
  16216. levels.splice( l, 0, { distance: distance, object: object } );
  16217. this.add( object );
  16218. return this;
  16219. },
  16220. getCurrentLevel: function () {
  16221. return this._currentLevel;
  16222. },
  16223. getObjectForDistance: function ( distance ) {
  16224. var levels = this.levels;
  16225. if ( levels.length > 0 ) {
  16226. var i, l;
  16227. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16228. if ( distance < levels[ i ].distance ) {
  16229. break;
  16230. }
  16231. }
  16232. return levels[ i - 1 ].object;
  16233. }
  16234. return null;
  16235. },
  16236. raycast: function ( raycaster, intersects ) {
  16237. var levels = this.levels;
  16238. if ( levels.length > 0 ) {
  16239. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16240. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16241. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16242. }
  16243. },
  16244. update: function ( camera ) {
  16245. var levels = this.levels;
  16246. if ( levels.length > 1 ) {
  16247. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16248. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16249. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16250. levels[ 0 ].object.visible = true;
  16251. var i, l;
  16252. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16253. if ( distance >= levels[ i ].distance ) {
  16254. levels[ i - 1 ].object.visible = false;
  16255. levels[ i ].object.visible = true;
  16256. } else {
  16257. break;
  16258. }
  16259. }
  16260. this._currentLevel = i - 1;
  16261. for ( ; i < l; i ++ ) {
  16262. levels[ i ].object.visible = false;
  16263. }
  16264. }
  16265. },
  16266. toJSON: function ( meta ) {
  16267. var data = Object3D.prototype.toJSON.call( this, meta );
  16268. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16269. data.object.levels = [];
  16270. var levels = this.levels;
  16271. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16272. var level = levels[ i ];
  16273. data.object.levels.push( {
  16274. object: level.object.uuid,
  16275. distance: level.distance
  16276. } );
  16277. }
  16278. return data;
  16279. }
  16280. } );
  16281. /**
  16282. * @author mikael emtinger / http://gomo.se/
  16283. * @author alteredq / http://alteredqualia.com/
  16284. * @author ikerr / http://verold.com
  16285. */
  16286. function SkinnedMesh( geometry, material ) {
  16287. if ( geometry && geometry.isGeometry ) {
  16288. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16289. }
  16290. Mesh.call( this, geometry, material );
  16291. this.type = 'SkinnedMesh';
  16292. this.bindMode = 'attached';
  16293. this.bindMatrix = new Matrix4();
  16294. this.bindMatrixInverse = new Matrix4();
  16295. }
  16296. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16297. constructor: SkinnedMesh,
  16298. isSkinnedMesh: true,
  16299. copy: function ( source ) {
  16300. Mesh.prototype.copy.call( this, source );
  16301. this.bindMode = source.bindMode;
  16302. this.bindMatrix.copy( source.bindMatrix );
  16303. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16304. this.skeleton = source.skeleton;
  16305. return this;
  16306. },
  16307. bind: function ( skeleton, bindMatrix ) {
  16308. this.skeleton = skeleton;
  16309. if ( bindMatrix === undefined ) {
  16310. this.updateMatrixWorld( true );
  16311. this.skeleton.calculateInverses();
  16312. bindMatrix = this.matrixWorld;
  16313. }
  16314. this.bindMatrix.copy( bindMatrix );
  16315. this.bindMatrixInverse.getInverse( bindMatrix );
  16316. },
  16317. pose: function () {
  16318. this.skeleton.pose();
  16319. },
  16320. normalizeSkinWeights: function () {
  16321. var vector = new Vector4();
  16322. var skinWeight = this.geometry.attributes.skinWeight;
  16323. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16324. vector.x = skinWeight.getX( i );
  16325. vector.y = skinWeight.getY( i );
  16326. vector.z = skinWeight.getZ( i );
  16327. vector.w = skinWeight.getW( i );
  16328. var scale = 1.0 / vector.manhattanLength();
  16329. if ( scale !== Infinity ) {
  16330. vector.multiplyScalar( scale );
  16331. } else {
  16332. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16333. }
  16334. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16335. }
  16336. },
  16337. updateMatrixWorld: function ( force ) {
  16338. Mesh.prototype.updateMatrixWorld.call( this, force );
  16339. if ( this.bindMode === 'attached' ) {
  16340. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16341. } else if ( this.bindMode === 'detached' ) {
  16342. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16343. } else {
  16344. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16345. }
  16346. },
  16347. boneTransform: ( function () {
  16348. var basePosition = new Vector3();
  16349. var skinIndex = new Vector4();
  16350. var skinWeight = new Vector4();
  16351. var vector = new Vector3();
  16352. var matrix = new Matrix4();
  16353. return function ( index, target ) {
  16354. var skeleton = this.skeleton;
  16355. var geometry = this.geometry;
  16356. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16357. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16358. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16359. target.set( 0, 0, 0 );
  16360. for ( var i = 0; i < 4; i ++ ) {
  16361. var weight = skinWeight.getComponent( i );
  16362. if ( weight !== 0 ) {
  16363. var boneIndex = skinIndex.getComponent( i );
  16364. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16365. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16366. }
  16367. }
  16368. return target.applyMatrix4( this.bindMatrixInverse );
  16369. };
  16370. }() )
  16371. } );
  16372. /**
  16373. * @author mikael emtinger / http://gomo.se/
  16374. * @author alteredq / http://alteredqualia.com/
  16375. * @author michael guerrero / http://realitymeltdown.com
  16376. * @author ikerr / http://verold.com
  16377. */
  16378. var _offsetMatrix = new Matrix4();
  16379. var _identityMatrix = new Matrix4();
  16380. function Skeleton( bones, boneInverses ) {
  16381. // copy the bone array
  16382. bones = bones || [];
  16383. this.bones = bones.slice( 0 );
  16384. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16385. this.frame = - 1;
  16386. // use the supplied bone inverses or calculate the inverses
  16387. if ( boneInverses === undefined ) {
  16388. this.calculateInverses();
  16389. } else {
  16390. if ( this.bones.length === boneInverses.length ) {
  16391. this.boneInverses = boneInverses.slice( 0 );
  16392. } else {
  16393. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16394. this.boneInverses = [];
  16395. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16396. this.boneInverses.push( new Matrix4() );
  16397. }
  16398. }
  16399. }
  16400. }
  16401. Object.assign( Skeleton.prototype, {
  16402. calculateInverses: function () {
  16403. this.boneInverses = [];
  16404. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16405. var inverse = new Matrix4();
  16406. if ( this.bones[ i ] ) {
  16407. inverse.getInverse( this.bones[ i ].matrixWorld );
  16408. }
  16409. this.boneInverses.push( inverse );
  16410. }
  16411. },
  16412. pose: function () {
  16413. // recover the bind-time world matrices
  16414. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16415. var bone = this.bones[ i ];
  16416. if ( bone ) {
  16417. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16418. }
  16419. }
  16420. // compute the local matrices, positions, rotations and scales
  16421. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16422. var bone$1 = this.bones[ i$1 ];
  16423. if ( bone$1 ) {
  16424. if ( bone$1.parent && bone$1.parent.isBone ) {
  16425. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16426. bone$1.matrix.multiply( bone$1.matrixWorld );
  16427. } else {
  16428. bone$1.matrix.copy( bone$1.matrixWorld );
  16429. }
  16430. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16431. }
  16432. }
  16433. },
  16434. update: function () {
  16435. var bones = this.bones;
  16436. var boneInverses = this.boneInverses;
  16437. var boneMatrices = this.boneMatrices;
  16438. var boneTexture = this.boneTexture;
  16439. // flatten bone matrices to array
  16440. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16441. // compute the offset between the current and the original transform
  16442. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16443. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16444. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16445. }
  16446. if ( boneTexture !== undefined ) {
  16447. boneTexture.needsUpdate = true;
  16448. }
  16449. },
  16450. clone: function () {
  16451. return new Skeleton( this.bones, this.boneInverses );
  16452. },
  16453. getBoneByName: function ( name ) {
  16454. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16455. var bone = this.bones[ i ];
  16456. if ( bone.name === name ) {
  16457. return bone;
  16458. }
  16459. }
  16460. return undefined;
  16461. },
  16462. dispose: function ( ) {
  16463. if ( this.boneTexture ) {
  16464. this.boneTexture.dispose();
  16465. this.boneTexture = undefined;
  16466. }
  16467. }
  16468. } );
  16469. /**
  16470. * @author mikael emtinger / http://gomo.se/
  16471. * @author alteredq / http://alteredqualia.com/
  16472. * @author ikerr / http://verold.com
  16473. */
  16474. function Bone() {
  16475. Object3D.call( this );
  16476. this.type = 'Bone';
  16477. }
  16478. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16479. constructor: Bone,
  16480. isBone: true
  16481. } );
  16482. /**
  16483. * @author mrdoob / http://mrdoob.com/
  16484. */
  16485. var _instanceLocalMatrix = new Matrix4();
  16486. var _instanceWorldMatrix = new Matrix4();
  16487. var _instanceIntersects = [];
  16488. var _mesh = new Mesh();
  16489. function InstancedMesh( geometry, material, count ) {
  16490. Mesh.call( this, geometry, material );
  16491. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16492. this.count = count;
  16493. this.frustumCulled = false;
  16494. }
  16495. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16496. constructor: InstancedMesh,
  16497. isInstancedMesh: true,
  16498. copy: function ( source ) {
  16499. Mesh.prototype.copy.call( this, source );
  16500. this.instanceMatrix.copy( source.instanceMatrix );
  16501. this.count = source.count;
  16502. return this;
  16503. },
  16504. getMatrixAt: function ( index, matrix ) {
  16505. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16506. },
  16507. raycast: function ( raycaster, intersects ) {
  16508. var matrixWorld = this.matrixWorld;
  16509. var raycastTimes = this.count;
  16510. _mesh.geometry = this.geometry;
  16511. _mesh.material = this.material;
  16512. if ( _mesh.material === undefined ) { return; }
  16513. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16514. // calculate the world matrix for each instance
  16515. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16516. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16517. // the mesh represents this single instance
  16518. _mesh.matrixWorld = _instanceWorldMatrix;
  16519. _mesh.raycast( raycaster, _instanceIntersects );
  16520. // process the result of raycast
  16521. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16522. var intersect = _instanceIntersects[ i ];
  16523. intersect.instanceId = instanceId;
  16524. intersect.object = this;
  16525. intersects.push( intersect );
  16526. }
  16527. _instanceIntersects.length = 0;
  16528. }
  16529. },
  16530. setMatrixAt: function ( index, matrix ) {
  16531. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16532. },
  16533. updateMorphTargets: function () {
  16534. }
  16535. } );
  16536. /**
  16537. * @author mrdoob / http://mrdoob.com/
  16538. * @author alteredq / http://alteredqualia.com/
  16539. *
  16540. * parameters = {
  16541. * color: <hex>,
  16542. * opacity: <float>,
  16543. *
  16544. * linewidth: <float>,
  16545. * linecap: "round",
  16546. * linejoin: "round"
  16547. * }
  16548. */
  16549. function LineBasicMaterial( parameters ) {
  16550. Material.call( this );
  16551. this.type = 'LineBasicMaterial';
  16552. this.color = new Color( 0xffffff );
  16553. this.linewidth = 1;
  16554. this.linecap = 'round';
  16555. this.linejoin = 'round';
  16556. this.morphTargets = false;
  16557. this.setValues( parameters );
  16558. }
  16559. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16560. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16561. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16562. LineBasicMaterial.prototype.copy = function ( source ) {
  16563. Material.prototype.copy.call( this, source );
  16564. this.color.copy( source.color );
  16565. this.linewidth = source.linewidth;
  16566. this.linecap = source.linecap;
  16567. this.linejoin = source.linejoin;
  16568. this.morphTargets = source.morphTargets;
  16569. return this;
  16570. };
  16571. /**
  16572. * @author mrdoob / http://mrdoob.com/
  16573. */
  16574. var _start = new Vector3();
  16575. var _end = new Vector3();
  16576. var _inverseMatrix$1 = new Matrix4();
  16577. var _ray$1 = new Ray();
  16578. var _sphere$2 = new Sphere();
  16579. function Line( geometry, material, mode ) {
  16580. if ( mode === 1 ) {
  16581. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16582. }
  16583. Object3D.call( this );
  16584. this.type = 'Line';
  16585. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16586. this.material = material !== undefined ? material : new LineBasicMaterial();
  16587. this.updateMorphTargets();
  16588. }
  16589. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16590. constructor: Line,
  16591. isLine: true,
  16592. copy: function ( source ) {
  16593. Object3D.prototype.copy.call( this, source );
  16594. this.material = source.material;
  16595. this.geometry = source.geometry;
  16596. return this;
  16597. },
  16598. computeLineDistances: function () {
  16599. var geometry = this.geometry;
  16600. if ( geometry.isBufferGeometry ) {
  16601. // we assume non-indexed geometry
  16602. if ( geometry.index === null ) {
  16603. var positionAttribute = geometry.attributes.position;
  16604. var lineDistances = [ 0 ];
  16605. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16606. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16607. _end.fromBufferAttribute( positionAttribute, i );
  16608. lineDistances[ i ] = lineDistances[ i - 1 ];
  16609. lineDistances[ i ] += _start.distanceTo( _end );
  16610. }
  16611. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16612. } else {
  16613. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16614. }
  16615. } else if ( geometry.isGeometry ) {
  16616. var vertices = geometry.vertices;
  16617. var lineDistances$1 = geometry.lineDistances;
  16618. lineDistances$1[ 0 ] = 0;
  16619. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16620. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16621. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16622. }
  16623. }
  16624. return this;
  16625. },
  16626. raycast: function ( raycaster, intersects ) {
  16627. var geometry = this.geometry;
  16628. var matrixWorld = this.matrixWorld;
  16629. var threshold = raycaster.params.Line.threshold;
  16630. // Checking boundingSphere distance to ray
  16631. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16632. _sphere$2.copy( geometry.boundingSphere );
  16633. _sphere$2.applyMatrix4( matrixWorld );
  16634. _sphere$2.radius += threshold;
  16635. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16636. //
  16637. _inverseMatrix$1.getInverse( matrixWorld );
  16638. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16639. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16640. var localThresholdSq = localThreshold * localThreshold;
  16641. var vStart = new Vector3();
  16642. var vEnd = new Vector3();
  16643. var interSegment = new Vector3();
  16644. var interRay = new Vector3();
  16645. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16646. if ( geometry.isBufferGeometry ) {
  16647. var index = geometry.index;
  16648. var attributes = geometry.attributes;
  16649. var positions = attributes.position.array;
  16650. if ( index !== null ) {
  16651. var indices = index.array;
  16652. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16653. var a = indices[ i ];
  16654. var b = indices[ i + 1 ];
  16655. vStart.fromArray( positions, a * 3 );
  16656. vEnd.fromArray( positions, b * 3 );
  16657. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16658. if ( distSq > localThresholdSq ) { continue; }
  16659. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16660. var distance = raycaster.ray.origin.distanceTo( interRay );
  16661. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16662. intersects.push( {
  16663. distance: distance,
  16664. // What do we want? intersection point on the ray or on the segment??
  16665. // point: raycaster.ray.at( distance ),
  16666. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16667. index: i,
  16668. face: null,
  16669. faceIndex: null,
  16670. object: this
  16671. } );
  16672. }
  16673. } else {
  16674. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16675. vStart.fromArray( positions, 3 * i$1 );
  16676. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16677. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16678. if ( distSq$1 > localThresholdSq ) { continue; }
  16679. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16680. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16681. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16682. intersects.push( {
  16683. distance: distance$1,
  16684. // What do we want? intersection point on the ray or on the segment??
  16685. // point: raycaster.ray.at( distance ),
  16686. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16687. index: i$1,
  16688. face: null,
  16689. faceIndex: null,
  16690. object: this
  16691. } );
  16692. }
  16693. }
  16694. } else if ( geometry.isGeometry ) {
  16695. var vertices = geometry.vertices;
  16696. var nbVertices = vertices.length;
  16697. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16698. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16699. if ( distSq$2 > localThresholdSq ) { continue; }
  16700. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16701. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16702. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16703. intersects.push( {
  16704. distance: distance$2,
  16705. // What do we want? intersection point on the ray or on the segment??
  16706. // point: raycaster.ray.at( distance ),
  16707. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16708. index: i$2,
  16709. face: null,
  16710. faceIndex: null,
  16711. object: this
  16712. } );
  16713. }
  16714. }
  16715. },
  16716. updateMorphTargets: function () {
  16717. var geometry = this.geometry;
  16718. if ( geometry.isBufferGeometry ) {
  16719. var morphAttributes = geometry.morphAttributes;
  16720. var keys = Object.keys( morphAttributes );
  16721. if ( keys.length > 0 ) {
  16722. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16723. if ( morphAttribute !== undefined ) {
  16724. this.morphTargetInfluences = [];
  16725. this.morphTargetDictionary = {};
  16726. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16727. var name = morphAttribute[ m ].name || String( m );
  16728. this.morphTargetInfluences.push( 0 );
  16729. this.morphTargetDictionary[ name ] = m;
  16730. }
  16731. }
  16732. }
  16733. } else {
  16734. var morphTargets = geometry.morphTargets;
  16735. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16736. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16737. }
  16738. }
  16739. }
  16740. } );
  16741. /**
  16742. * @author mrdoob / http://mrdoob.com/
  16743. */
  16744. var _start$1 = new Vector3();
  16745. var _end$1 = new Vector3();
  16746. function LineSegments( geometry, material ) {
  16747. Line.call( this, geometry, material );
  16748. this.type = 'LineSegments';
  16749. }
  16750. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16751. constructor: LineSegments,
  16752. isLineSegments: true,
  16753. computeLineDistances: function () {
  16754. var geometry = this.geometry;
  16755. if ( geometry.isBufferGeometry ) {
  16756. // we assume non-indexed geometry
  16757. if ( geometry.index === null ) {
  16758. var positionAttribute = geometry.attributes.position;
  16759. var lineDistances = [];
  16760. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16761. _start$1.fromBufferAttribute( positionAttribute, i );
  16762. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16763. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16764. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16765. }
  16766. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16767. } else {
  16768. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16769. }
  16770. } else if ( geometry.isGeometry ) {
  16771. var vertices = geometry.vertices;
  16772. var lineDistances$1 = geometry.lineDistances;
  16773. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16774. _start$1.copy( vertices[ i$1 ] );
  16775. _end$1.copy( vertices[ i$1 + 1 ] );
  16776. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16777. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16778. }
  16779. }
  16780. return this;
  16781. }
  16782. } );
  16783. /**
  16784. * @author mgreter / http://github.com/mgreter
  16785. */
  16786. function LineLoop( geometry, material ) {
  16787. Line.call( this, geometry, material );
  16788. this.type = 'LineLoop';
  16789. }
  16790. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16791. constructor: LineLoop,
  16792. isLineLoop: true,
  16793. } );
  16794. /**
  16795. * @author mrdoob / http://mrdoob.com/
  16796. * @author alteredq / http://alteredqualia.com/
  16797. *
  16798. * parameters = {
  16799. * color: <hex>,
  16800. * opacity: <float>,
  16801. * map: new THREE.Texture( <Image> ),
  16802. * alphaMap: new THREE.Texture( <Image> ),
  16803. *
  16804. * size: <float>,
  16805. * sizeAttenuation: <bool>
  16806. *
  16807. * morphTargets: <bool>
  16808. * }
  16809. */
  16810. function PointsMaterial( parameters ) {
  16811. Material.call( this );
  16812. this.type = 'PointsMaterial';
  16813. this.color = new Color( 0xffffff );
  16814. this.map = null;
  16815. this.alphaMap = null;
  16816. this.size = 1;
  16817. this.sizeAttenuation = true;
  16818. this.morphTargets = false;
  16819. this.setValues( parameters );
  16820. }
  16821. PointsMaterial.prototype = Object.create( Material.prototype );
  16822. PointsMaterial.prototype.constructor = PointsMaterial;
  16823. PointsMaterial.prototype.isPointsMaterial = true;
  16824. PointsMaterial.prototype.copy = function ( source ) {
  16825. Material.prototype.copy.call( this, source );
  16826. this.color.copy( source.color );
  16827. this.map = source.map;
  16828. this.alphaMap = source.alphaMap;
  16829. this.size = source.size;
  16830. this.sizeAttenuation = source.sizeAttenuation;
  16831. this.morphTargets = source.morphTargets;
  16832. return this;
  16833. };
  16834. /**
  16835. * @author alteredq / http://alteredqualia.com/
  16836. */
  16837. var _inverseMatrix$2 = new Matrix4();
  16838. var _ray$2 = new Ray();
  16839. var _sphere$3 = new Sphere();
  16840. var _position$1 = new Vector3();
  16841. function Points( geometry, material ) {
  16842. Object3D.call( this );
  16843. this.type = 'Points';
  16844. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16845. this.material = material !== undefined ? material : new PointsMaterial();
  16846. this.updateMorphTargets();
  16847. }
  16848. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16849. constructor: Points,
  16850. isPoints: true,
  16851. copy: function ( source ) {
  16852. Object3D.prototype.copy.call( this, source );
  16853. this.material = source.material;
  16854. this.geometry = source.geometry;
  16855. return this;
  16856. },
  16857. raycast: function ( raycaster, intersects ) {
  16858. var geometry = this.geometry;
  16859. var matrixWorld = this.matrixWorld;
  16860. var threshold = raycaster.params.Points.threshold;
  16861. // Checking boundingSphere distance to ray
  16862. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16863. _sphere$3.copy( geometry.boundingSphere );
  16864. _sphere$3.applyMatrix4( matrixWorld );
  16865. _sphere$3.radius += threshold;
  16866. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16867. //
  16868. _inverseMatrix$2.getInverse( matrixWorld );
  16869. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16870. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16871. var localThresholdSq = localThreshold * localThreshold;
  16872. if ( geometry.isBufferGeometry ) {
  16873. var index = geometry.index;
  16874. var attributes = geometry.attributes;
  16875. var positions = attributes.position.array;
  16876. if ( index !== null ) {
  16877. var indices = index.array;
  16878. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16879. var a = indices[ i ];
  16880. _position$1.fromArray( positions, a * 3 );
  16881. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16882. }
  16883. } else {
  16884. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  16885. _position$1.fromArray( positions, i$1 * 3 );
  16886. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16887. }
  16888. }
  16889. } else {
  16890. var vertices = geometry.vertices;
  16891. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  16892. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16893. }
  16894. }
  16895. },
  16896. updateMorphTargets: function () {
  16897. var geometry = this.geometry;
  16898. if ( geometry.isBufferGeometry ) {
  16899. var morphAttributes = geometry.morphAttributes;
  16900. var keys = Object.keys( morphAttributes );
  16901. if ( keys.length > 0 ) {
  16902. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16903. if ( morphAttribute !== undefined ) {
  16904. this.morphTargetInfluences = [];
  16905. this.morphTargetDictionary = {};
  16906. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16907. var name = morphAttribute[ m ].name || String( m );
  16908. this.morphTargetInfluences.push( 0 );
  16909. this.morphTargetDictionary[ name ] = m;
  16910. }
  16911. }
  16912. }
  16913. } else {
  16914. var morphTargets = geometry.morphTargets;
  16915. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16916. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16917. }
  16918. }
  16919. }
  16920. } );
  16921. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16922. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16923. if ( rayPointDistanceSq < localThresholdSq ) {
  16924. var intersectPoint = new Vector3();
  16925. _ray$2.closestPointToPoint( point, intersectPoint );
  16926. intersectPoint.applyMatrix4( matrixWorld );
  16927. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16928. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16929. intersects.push( {
  16930. distance: distance,
  16931. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16932. point: intersectPoint,
  16933. index: index,
  16934. face: null,
  16935. object: object
  16936. } );
  16937. }
  16938. }
  16939. /**
  16940. * @author mrdoob / http://mrdoob.com/
  16941. */
  16942. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16943. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16944. this.format = format !== undefined ? format : RGBFormat;
  16945. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16946. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16947. this.generateMipmaps = false;
  16948. }
  16949. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16950. constructor: VideoTexture,
  16951. isVideoTexture: true,
  16952. update: function () {
  16953. var video = this.image;
  16954. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16955. this.needsUpdate = true;
  16956. }
  16957. }
  16958. } );
  16959. /**
  16960. * @author alteredq / http://alteredqualia.com/
  16961. */
  16962. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16963. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16964. this.image = { width: width, height: height };
  16965. this.mipmaps = mipmaps;
  16966. // no flipping for cube textures
  16967. // (also flipping doesn't work for compressed textures )
  16968. this.flipY = false;
  16969. // can't generate mipmaps for compressed textures
  16970. // mips must be embedded in DDS files
  16971. this.generateMipmaps = false;
  16972. }
  16973. CompressedTexture.prototype = Object.create( Texture.prototype );
  16974. CompressedTexture.prototype.constructor = CompressedTexture;
  16975. CompressedTexture.prototype.isCompressedTexture = true;
  16976. /**
  16977. * @author mrdoob / http://mrdoob.com/
  16978. */
  16979. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16980. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16981. this.needsUpdate = true;
  16982. }
  16983. CanvasTexture.prototype = Object.create( Texture.prototype );
  16984. CanvasTexture.prototype.constructor = CanvasTexture;
  16985. CanvasTexture.prototype.isCanvasTexture = true;
  16986. /**
  16987. * @author Matt DesLauriers / @mattdesl
  16988. * @author atix / arthursilber.de
  16989. */
  16990. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16991. format = format !== undefined ? format : DepthFormat;
  16992. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16993. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16994. }
  16995. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16996. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16997. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16998. this.image = { width: width, height: height };
  16999. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17000. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17001. this.flipY = false;
  17002. this.generateMipmaps = false;
  17003. }
  17004. DepthTexture.prototype = Object.create( Texture.prototype );
  17005. DepthTexture.prototype.constructor = DepthTexture;
  17006. DepthTexture.prototype.isDepthTexture = true;
  17007. /**
  17008. * @author mrdoob / http://mrdoob.com/
  17009. * @author Mugen87 / https://github.com/Mugen87
  17010. */
  17011. function WireframeGeometry( geometry ) {
  17012. BufferGeometry.call( this );
  17013. this.type = 'WireframeGeometry';
  17014. // buffer
  17015. var vertices = [];
  17016. // helper variables
  17017. var edge = [ 0, 0 ], edges = {};
  17018. var keys = [ 'a', 'b', 'c' ];
  17019. // different logic for Geometry and BufferGeometry
  17020. if ( geometry && geometry.isGeometry ) {
  17021. // create a data structure that contains all edges without duplicates
  17022. var faces = geometry.faces;
  17023. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  17024. var face = faces[ i ];
  17025. for ( var j = 0; j < 3; j ++ ) {
  17026. var edge1 = face[ keys[ j ] ];
  17027. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  17028. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17029. edge[ 1 ] = Math.max( edge1, edge2 );
  17030. var key = edge[ 0 ] + ',' + edge[ 1 ];
  17031. if ( edges[ key ] === undefined ) {
  17032. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17033. }
  17034. }
  17035. }
  17036. // generate vertices
  17037. for ( var key$1 in edges ) {
  17038. var e = edges[ key$1 ];
  17039. var vertex = geometry.vertices[ e.index1 ];
  17040. vertices.push( vertex.x, vertex.y, vertex.z );
  17041. vertex = geometry.vertices[ e.index2 ];
  17042. vertices.push( vertex.x, vertex.y, vertex.z );
  17043. }
  17044. } else if ( geometry && geometry.isBufferGeometry ) {
  17045. var vertex$1 = new Vector3();
  17046. if ( geometry.index !== null ) {
  17047. // indexed BufferGeometry
  17048. var position = geometry.attributes.position;
  17049. var indices = geometry.index;
  17050. var groups = geometry.groups;
  17051. if ( groups.length === 0 ) {
  17052. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17053. }
  17054. // create a data structure that contains all eges without duplicates
  17055. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17056. var group = groups[ o ];
  17057. var start = group.start;
  17058. var count = group.count;
  17059. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17060. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17061. var edge1$1 = indices.getX( i$1 + j$1 );
  17062. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17063. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17064. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17065. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17066. if ( edges[ key$2 ] === undefined ) {
  17067. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17068. }
  17069. }
  17070. }
  17071. }
  17072. // generate vertices
  17073. for ( var key$3 in edges ) {
  17074. var e$1 = edges[ key$3 ];
  17075. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17076. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17077. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17078. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17079. }
  17080. } else {
  17081. // non-indexed BufferGeometry
  17082. var position$1 = geometry.attributes.position;
  17083. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17084. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17085. // three edges per triangle, an edge is represented as (index1, index2)
  17086. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17087. var index1 = 3 * i$2 + j$2;
  17088. vertex$1.fromBufferAttribute( position$1, index1 );
  17089. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17090. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17091. vertex$1.fromBufferAttribute( position$1, index2 );
  17092. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17093. }
  17094. }
  17095. }
  17096. }
  17097. // build geometry
  17098. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17099. }
  17100. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17101. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17102. /**
  17103. * @author zz85 / https://github.com/zz85
  17104. * @author Mugen87 / https://github.com/Mugen87
  17105. *
  17106. * Parametric Surfaces Geometry
  17107. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17108. */
  17109. // ParametricGeometry
  17110. function ParametricGeometry( func, slices, stacks ) {
  17111. Geometry.call( this );
  17112. this.type = 'ParametricGeometry';
  17113. this.parameters = {
  17114. func: func,
  17115. slices: slices,
  17116. stacks: stacks
  17117. };
  17118. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17119. this.mergeVertices();
  17120. }
  17121. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17122. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17123. // ParametricBufferGeometry
  17124. function ParametricBufferGeometry( func, slices, stacks ) {
  17125. BufferGeometry.call( this );
  17126. this.type = 'ParametricBufferGeometry';
  17127. this.parameters = {
  17128. func: func,
  17129. slices: slices,
  17130. stacks: stacks
  17131. };
  17132. // buffers
  17133. var indices = [];
  17134. var vertices = [];
  17135. var normals = [];
  17136. var uvs = [];
  17137. var EPS = 0.00001;
  17138. var normal = new Vector3();
  17139. var p0 = new Vector3(), p1 = new Vector3();
  17140. var pu = new Vector3(), pv = new Vector3();
  17141. if ( func.length < 3 ) {
  17142. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17143. }
  17144. // generate vertices, normals and uvs
  17145. var sliceCount = slices + 1;
  17146. for ( var i = 0; i <= stacks; i ++ ) {
  17147. var v = i / stacks;
  17148. for ( var j = 0; j <= slices; j ++ ) {
  17149. var u = j / slices;
  17150. // vertex
  17151. func( u, v, p0 );
  17152. vertices.push( p0.x, p0.y, p0.z );
  17153. // normal
  17154. // approximate tangent vectors via finite differences
  17155. if ( u - EPS >= 0 ) {
  17156. func( u - EPS, v, p1 );
  17157. pu.subVectors( p0, p1 );
  17158. } else {
  17159. func( u + EPS, v, p1 );
  17160. pu.subVectors( p1, p0 );
  17161. }
  17162. if ( v - EPS >= 0 ) {
  17163. func( u, v - EPS, p1 );
  17164. pv.subVectors( p0, p1 );
  17165. } else {
  17166. func( u, v + EPS, p1 );
  17167. pv.subVectors( p1, p0 );
  17168. }
  17169. // cross product of tangent vectors returns surface normal
  17170. normal.crossVectors( pu, pv ).normalize();
  17171. normals.push( normal.x, normal.y, normal.z );
  17172. // uv
  17173. uvs.push( u, v );
  17174. }
  17175. }
  17176. // generate indices
  17177. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17178. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17179. var a = i$1 * sliceCount + j$1;
  17180. var b = i$1 * sliceCount + j$1 + 1;
  17181. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17182. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17183. // faces one and two
  17184. indices.push( a, b, d );
  17185. indices.push( b, c, d );
  17186. }
  17187. }
  17188. // build geometry
  17189. this.setIndex( indices );
  17190. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17191. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17192. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17193. }
  17194. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17195. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17196. /**
  17197. * @author clockworkgeek / https://github.com/clockworkgeek
  17198. * @author timothypratley / https://github.com/timothypratley
  17199. * @author WestLangley / http://github.com/WestLangley
  17200. * @author Mugen87 / https://github.com/Mugen87
  17201. */
  17202. // PolyhedronGeometry
  17203. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17204. Geometry.call( this );
  17205. this.type = 'PolyhedronGeometry';
  17206. this.parameters = {
  17207. vertices: vertices,
  17208. indices: indices,
  17209. radius: radius,
  17210. detail: detail
  17211. };
  17212. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17213. this.mergeVertices();
  17214. }
  17215. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17216. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17217. // PolyhedronBufferGeometry
  17218. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17219. BufferGeometry.call( this );
  17220. this.type = 'PolyhedronBufferGeometry';
  17221. this.parameters = {
  17222. vertices: vertices,
  17223. indices: indices,
  17224. radius: radius,
  17225. detail: detail
  17226. };
  17227. radius = radius || 1;
  17228. detail = detail || 0;
  17229. // default buffer data
  17230. var vertexBuffer = [];
  17231. var uvBuffer = [];
  17232. // the subdivision creates the vertex buffer data
  17233. subdivide( detail );
  17234. // all vertices should lie on a conceptual sphere with a given radius
  17235. applyRadius( radius );
  17236. // finally, create the uv data
  17237. generateUVs();
  17238. // build non-indexed geometry
  17239. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17240. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17241. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17242. if ( detail === 0 ) {
  17243. this.computeVertexNormals(); // flat normals
  17244. } else {
  17245. this.normalizeNormals(); // smooth normals
  17246. }
  17247. // helper functions
  17248. function subdivide( detail ) {
  17249. var a = new Vector3();
  17250. var b = new Vector3();
  17251. var c = new Vector3();
  17252. // iterate over all faces and apply a subdivison with the given detail value
  17253. for ( var i = 0; i < indices.length; i += 3 ) {
  17254. // get the vertices of the face
  17255. getVertexByIndex( indices[ i + 0 ], a );
  17256. getVertexByIndex( indices[ i + 1 ], b );
  17257. getVertexByIndex( indices[ i + 2 ], c );
  17258. // perform subdivision
  17259. subdivideFace( a, b, c, detail );
  17260. }
  17261. }
  17262. function subdivideFace( a, b, c, detail ) {
  17263. var cols = Math.pow( 2, detail );
  17264. // we use this multidimensional array as a data structure for creating the subdivision
  17265. var v = [];
  17266. // construct all of the vertices for this subdivision
  17267. for ( var i = 0; i <= cols; i ++ ) {
  17268. v[ i ] = [];
  17269. var aj = a.clone().lerp( c, i / cols );
  17270. var bj = b.clone().lerp( c, i / cols );
  17271. var rows = cols - i;
  17272. for ( var j = 0; j <= rows; j ++ ) {
  17273. if ( j === 0 && i === cols ) {
  17274. v[ i ][ j ] = aj;
  17275. } else {
  17276. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17277. }
  17278. }
  17279. }
  17280. // construct all of the faces
  17281. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17282. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17283. var k = Math.floor( j$1 / 2 );
  17284. if ( j$1 % 2 === 0 ) {
  17285. pushVertex( v[ i$1 ][ k + 1 ] );
  17286. pushVertex( v[ i$1 + 1 ][ k ] );
  17287. pushVertex( v[ i$1 ][ k ] );
  17288. } else {
  17289. pushVertex( v[ i$1 ][ k + 1 ] );
  17290. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17291. pushVertex( v[ i$1 + 1 ][ k ] );
  17292. }
  17293. }
  17294. }
  17295. }
  17296. function applyRadius( radius ) {
  17297. var vertex = new Vector3();
  17298. // iterate over the entire buffer and apply the radius to each vertex
  17299. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17300. vertex.x = vertexBuffer[ i + 0 ];
  17301. vertex.y = vertexBuffer[ i + 1 ];
  17302. vertex.z = vertexBuffer[ i + 2 ];
  17303. vertex.normalize().multiplyScalar( radius );
  17304. vertexBuffer[ i + 0 ] = vertex.x;
  17305. vertexBuffer[ i + 1 ] = vertex.y;
  17306. vertexBuffer[ i + 2 ] = vertex.z;
  17307. }
  17308. }
  17309. function generateUVs() {
  17310. var vertex = new Vector3();
  17311. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17312. vertex.x = vertexBuffer[ i + 0 ];
  17313. vertex.y = vertexBuffer[ i + 1 ];
  17314. vertex.z = vertexBuffer[ i + 2 ];
  17315. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17316. var v = inclination( vertex ) / Math.PI + 0.5;
  17317. uvBuffer.push( u, 1 - v );
  17318. }
  17319. correctUVs();
  17320. correctSeam();
  17321. }
  17322. function correctSeam() {
  17323. // handle case when face straddles the seam, see #3269
  17324. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17325. // uv data of a single face
  17326. var x0 = uvBuffer[ i + 0 ];
  17327. var x1 = uvBuffer[ i + 2 ];
  17328. var x2 = uvBuffer[ i + 4 ];
  17329. var max = Math.max( x0, x1, x2 );
  17330. var min = Math.min( x0, x1, x2 );
  17331. // 0.9 is somewhat arbitrary
  17332. if ( max > 0.9 && min < 0.1 ) {
  17333. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17334. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17335. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17336. }
  17337. }
  17338. }
  17339. function pushVertex( vertex ) {
  17340. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17341. }
  17342. function getVertexByIndex( index, vertex ) {
  17343. var stride = index * 3;
  17344. vertex.x = vertices[ stride + 0 ];
  17345. vertex.y = vertices[ stride + 1 ];
  17346. vertex.z = vertices[ stride + 2 ];
  17347. }
  17348. function correctUVs() {
  17349. var a = new Vector3();
  17350. var b = new Vector3();
  17351. var c = new Vector3();
  17352. var centroid = new Vector3();
  17353. var uvA = new Vector2();
  17354. var uvB = new Vector2();
  17355. var uvC = new Vector2();
  17356. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17357. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17358. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17359. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17360. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17361. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17362. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17363. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17364. var azi = azimuth( centroid );
  17365. correctUV( uvA, j + 0, a, azi );
  17366. correctUV( uvB, j + 2, b, azi );
  17367. correctUV( uvC, j + 4, c, azi );
  17368. }
  17369. }
  17370. function correctUV( uv, stride, vector, azimuth ) {
  17371. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17372. uvBuffer[ stride ] = uv.x - 1;
  17373. }
  17374. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17375. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17376. }
  17377. }
  17378. // Angle around the Y axis, counter-clockwise when looking from above.
  17379. function azimuth( vector ) {
  17380. return Math.atan2( vector.z, - vector.x );
  17381. }
  17382. // Angle above the XZ plane.
  17383. function inclination( vector ) {
  17384. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17385. }
  17386. }
  17387. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17388. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17389. /**
  17390. * @author timothypratley / https://github.com/timothypratley
  17391. * @author Mugen87 / https://github.com/Mugen87
  17392. */
  17393. // TetrahedronGeometry
  17394. function TetrahedronGeometry( radius, detail ) {
  17395. Geometry.call( this );
  17396. this.type = 'TetrahedronGeometry';
  17397. this.parameters = {
  17398. radius: radius,
  17399. detail: detail
  17400. };
  17401. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17402. this.mergeVertices();
  17403. }
  17404. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17405. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17406. // TetrahedronBufferGeometry
  17407. function TetrahedronBufferGeometry( radius, detail ) {
  17408. var vertices = [
  17409. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17410. ];
  17411. var indices = [
  17412. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17413. ];
  17414. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17415. this.type = 'TetrahedronBufferGeometry';
  17416. this.parameters = {
  17417. radius: radius,
  17418. detail: detail
  17419. };
  17420. }
  17421. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17422. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17423. /**
  17424. * @author timothypratley / https://github.com/timothypratley
  17425. * @author Mugen87 / https://github.com/Mugen87
  17426. */
  17427. // OctahedronGeometry
  17428. function OctahedronGeometry( radius, detail ) {
  17429. Geometry.call( this );
  17430. this.type = 'OctahedronGeometry';
  17431. this.parameters = {
  17432. radius: radius,
  17433. detail: detail
  17434. };
  17435. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17436. this.mergeVertices();
  17437. }
  17438. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17439. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17440. // OctahedronBufferGeometry
  17441. function OctahedronBufferGeometry( radius, detail ) {
  17442. var vertices = [
  17443. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17444. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17445. ];
  17446. var indices = [
  17447. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17448. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17449. 1, 3, 4, 1, 4, 2
  17450. ];
  17451. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17452. this.type = 'OctahedronBufferGeometry';
  17453. this.parameters = {
  17454. radius: radius,
  17455. detail: detail
  17456. };
  17457. }
  17458. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17459. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17460. /**
  17461. * @author timothypratley / https://github.com/timothypratley
  17462. * @author Mugen87 / https://github.com/Mugen87
  17463. */
  17464. // IcosahedronGeometry
  17465. function IcosahedronGeometry( radius, detail ) {
  17466. Geometry.call( this );
  17467. this.type = 'IcosahedronGeometry';
  17468. this.parameters = {
  17469. radius: radius,
  17470. detail: detail
  17471. };
  17472. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17473. this.mergeVertices();
  17474. }
  17475. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17476. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17477. // IcosahedronBufferGeometry
  17478. function IcosahedronBufferGeometry( radius, detail ) {
  17479. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17480. var vertices = [
  17481. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17482. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17483. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17484. ];
  17485. var indices = [
  17486. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17487. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17488. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17489. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17490. ];
  17491. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17492. this.type = 'IcosahedronBufferGeometry';
  17493. this.parameters = {
  17494. radius: radius,
  17495. detail: detail
  17496. };
  17497. }
  17498. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17499. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17500. /**
  17501. * @author Abe Pazos / https://hamoid.com
  17502. * @author Mugen87 / https://github.com/Mugen87
  17503. */
  17504. // DodecahedronGeometry
  17505. function DodecahedronGeometry( radius, detail ) {
  17506. Geometry.call( this );
  17507. this.type = 'DodecahedronGeometry';
  17508. this.parameters = {
  17509. radius: radius,
  17510. detail: detail
  17511. };
  17512. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17513. this.mergeVertices();
  17514. }
  17515. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17516. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17517. // DodecahedronBufferGeometry
  17518. function DodecahedronBufferGeometry( radius, detail ) {
  17519. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17520. var r = 1 / t;
  17521. var vertices = [
  17522. // (±1, ±1, ±1)
  17523. - 1, - 1, - 1, - 1, - 1, 1,
  17524. - 1, 1, - 1, - 1, 1, 1,
  17525. 1, - 1, - 1, 1, - 1, 1,
  17526. 1, 1, - 1, 1, 1, 1,
  17527. // (0, ±1/φ, ±φ)
  17528. 0, - r, - t, 0, - r, t,
  17529. 0, r, - t, 0, r, t,
  17530. // (±1/φ, ±φ, 0)
  17531. - r, - t, 0, - r, t, 0,
  17532. r, - t, 0, r, t, 0,
  17533. // (±φ, 0, ±1/φ)
  17534. - t, 0, - r, t, 0, - r,
  17535. - t, 0, r, t, 0, r
  17536. ];
  17537. var indices = [
  17538. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17539. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17540. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17541. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17542. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17543. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17544. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17545. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17546. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17547. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17548. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17549. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17550. ];
  17551. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17552. this.type = 'DodecahedronBufferGeometry';
  17553. this.parameters = {
  17554. radius: radius,
  17555. detail: detail
  17556. };
  17557. }
  17558. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17559. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17560. /**
  17561. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17562. * @author WestLangley / https://github.com/WestLangley
  17563. * @author zz85 / https://github.com/zz85
  17564. * @author miningold / https://github.com/miningold
  17565. * @author jonobr1 / https://github.com/jonobr1
  17566. * @author Mugen87 / https://github.com/Mugen87
  17567. *
  17568. */
  17569. // TubeGeometry
  17570. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17571. Geometry.call( this );
  17572. this.type = 'TubeGeometry';
  17573. this.parameters = {
  17574. path: path,
  17575. tubularSegments: tubularSegments,
  17576. radius: radius,
  17577. radialSegments: radialSegments,
  17578. closed: closed
  17579. };
  17580. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17581. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17582. // expose internals
  17583. this.tangents = bufferGeometry.tangents;
  17584. this.normals = bufferGeometry.normals;
  17585. this.binormals = bufferGeometry.binormals;
  17586. // create geometry
  17587. this.fromBufferGeometry( bufferGeometry );
  17588. this.mergeVertices();
  17589. }
  17590. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17591. TubeGeometry.prototype.constructor = TubeGeometry;
  17592. // TubeBufferGeometry
  17593. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17594. BufferGeometry.call( this );
  17595. this.type = 'TubeBufferGeometry';
  17596. this.parameters = {
  17597. path: path,
  17598. tubularSegments: tubularSegments,
  17599. radius: radius,
  17600. radialSegments: radialSegments,
  17601. closed: closed
  17602. };
  17603. tubularSegments = tubularSegments || 64;
  17604. radius = radius || 1;
  17605. radialSegments = radialSegments || 8;
  17606. closed = closed || false;
  17607. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17608. // expose internals
  17609. this.tangents = frames.tangents;
  17610. this.normals = frames.normals;
  17611. this.binormals = frames.binormals;
  17612. // helper variables
  17613. var vertex = new Vector3();
  17614. var normal = new Vector3();
  17615. var uv = new Vector2();
  17616. var P = new Vector3();
  17617. // buffer
  17618. var vertices = [];
  17619. var normals = [];
  17620. var uvs = [];
  17621. var indices = [];
  17622. // create buffer data
  17623. generateBufferData();
  17624. // build geometry
  17625. this.setIndex( indices );
  17626. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17627. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17628. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17629. // functions
  17630. function generateBufferData() {
  17631. for ( var i = 0; i < tubularSegments; i ++ ) {
  17632. generateSegment( i );
  17633. }
  17634. // if the geometry is not closed, generate the last row of vertices and normals
  17635. // at the regular position on the given path
  17636. //
  17637. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17638. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17639. // uvs are generated in a separate function.
  17640. // this makes it easy compute correct values for closed geometries
  17641. generateUVs();
  17642. // finally create faces
  17643. generateIndices();
  17644. }
  17645. function generateSegment( i ) {
  17646. // we use getPointAt to sample evenly distributed points from the given path
  17647. P = path.getPointAt( i / tubularSegments, P );
  17648. // retrieve corresponding normal and binormal
  17649. var N = frames.normals[ i ];
  17650. var B = frames.binormals[ i ];
  17651. // generate normals and vertices for the current segment
  17652. for ( var j = 0; j <= radialSegments; j ++ ) {
  17653. var v = j / radialSegments * Math.PI * 2;
  17654. var sin = Math.sin( v );
  17655. var cos = - Math.cos( v );
  17656. // normal
  17657. normal.x = ( cos * N.x + sin * B.x );
  17658. normal.y = ( cos * N.y + sin * B.y );
  17659. normal.z = ( cos * N.z + sin * B.z );
  17660. normal.normalize();
  17661. normals.push( normal.x, normal.y, normal.z );
  17662. // vertex
  17663. vertex.x = P.x + radius * normal.x;
  17664. vertex.y = P.y + radius * normal.y;
  17665. vertex.z = P.z + radius * normal.z;
  17666. vertices.push( vertex.x, vertex.y, vertex.z );
  17667. }
  17668. }
  17669. function generateIndices() {
  17670. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17671. for ( var i = 1; i <= radialSegments; i ++ ) {
  17672. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17673. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17674. var c = ( radialSegments + 1 ) * j + i;
  17675. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17676. // faces
  17677. indices.push( a, b, d );
  17678. indices.push( b, c, d );
  17679. }
  17680. }
  17681. }
  17682. function generateUVs() {
  17683. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17684. for ( var j = 0; j <= radialSegments; j ++ ) {
  17685. uv.x = i / tubularSegments;
  17686. uv.y = j / radialSegments;
  17687. uvs.push( uv.x, uv.y );
  17688. }
  17689. }
  17690. }
  17691. }
  17692. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17693. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17694. TubeBufferGeometry.prototype.toJSON = function () {
  17695. var data = BufferGeometry.prototype.toJSON.call( this );
  17696. data.path = this.parameters.path.toJSON();
  17697. return data;
  17698. };
  17699. /**
  17700. * @author oosmoxiecode
  17701. * @author Mugen87 / https://github.com/Mugen87
  17702. *
  17703. * based on http://www.blackpawn.com/texts/pqtorus/
  17704. */
  17705. // TorusKnotGeometry
  17706. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17707. Geometry.call( this );
  17708. this.type = 'TorusKnotGeometry';
  17709. this.parameters = {
  17710. radius: radius,
  17711. tube: tube,
  17712. tubularSegments: tubularSegments,
  17713. radialSegments: radialSegments,
  17714. p: p,
  17715. q: q
  17716. };
  17717. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17718. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17719. this.mergeVertices();
  17720. }
  17721. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17722. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17723. // TorusKnotBufferGeometry
  17724. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17725. BufferGeometry.call( this );
  17726. this.type = 'TorusKnotBufferGeometry';
  17727. this.parameters = {
  17728. radius: radius,
  17729. tube: tube,
  17730. tubularSegments: tubularSegments,
  17731. radialSegments: radialSegments,
  17732. p: p,
  17733. q: q
  17734. };
  17735. radius = radius || 1;
  17736. tube = tube || 0.4;
  17737. tubularSegments = Math.floor( tubularSegments ) || 64;
  17738. radialSegments = Math.floor( radialSegments ) || 8;
  17739. p = p || 2;
  17740. q = q || 3;
  17741. // buffers
  17742. var indices = [];
  17743. var vertices = [];
  17744. var normals = [];
  17745. var uvs = [];
  17746. // helper variables
  17747. var vertex = new Vector3();
  17748. var normal = new Vector3();
  17749. var P1 = new Vector3();
  17750. var P2 = new Vector3();
  17751. var B = new Vector3();
  17752. var T = new Vector3();
  17753. var N = new Vector3();
  17754. // generate vertices, normals and uvs
  17755. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17756. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17757. var u = i / tubularSegments * p * Math.PI * 2;
  17758. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17759. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17760. calculatePositionOnCurve( u, p, q, radius, P1 );
  17761. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17762. // calculate orthonormal basis
  17763. T.subVectors( P2, P1 );
  17764. N.addVectors( P2, P1 );
  17765. B.crossVectors( T, N );
  17766. N.crossVectors( B, T );
  17767. // normalize B, N. T can be ignored, we don't use it
  17768. B.normalize();
  17769. N.normalize();
  17770. for ( var j = 0; j <= radialSegments; ++ j ) {
  17771. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17772. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17773. var v = j / radialSegments * Math.PI * 2;
  17774. var cx = - tube * Math.cos( v );
  17775. var cy = tube * Math.sin( v );
  17776. // now calculate the final vertex position.
  17777. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17778. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17779. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17780. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17781. vertices.push( vertex.x, vertex.y, vertex.z );
  17782. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17783. normal.subVectors( vertex, P1 ).normalize();
  17784. normals.push( normal.x, normal.y, normal.z );
  17785. // uv
  17786. uvs.push( i / tubularSegments );
  17787. uvs.push( j / radialSegments );
  17788. }
  17789. }
  17790. // generate indices
  17791. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17792. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17793. // indices
  17794. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17795. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17796. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17797. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17798. // faces
  17799. indices.push( a, b, d );
  17800. indices.push( b, c, d );
  17801. }
  17802. }
  17803. // build geometry
  17804. this.setIndex( indices );
  17805. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17806. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17807. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17808. // this function calculates the current position on the torus curve
  17809. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17810. var cu = Math.cos( u );
  17811. var su = Math.sin( u );
  17812. var quOverP = q / p * u;
  17813. var cs = Math.cos( quOverP );
  17814. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17815. position.y = radius * ( 2 + cs ) * su * 0.5;
  17816. position.z = radius * Math.sin( quOverP ) * 0.5;
  17817. }
  17818. }
  17819. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17820. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17821. /**
  17822. * @author oosmoxiecode
  17823. * @author mrdoob / http://mrdoob.com/
  17824. * @author Mugen87 / https://github.com/Mugen87
  17825. */
  17826. // TorusGeometry
  17827. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17828. Geometry.call( this );
  17829. this.type = 'TorusGeometry';
  17830. this.parameters = {
  17831. radius: radius,
  17832. tube: tube,
  17833. radialSegments: radialSegments,
  17834. tubularSegments: tubularSegments,
  17835. arc: arc
  17836. };
  17837. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17838. this.mergeVertices();
  17839. }
  17840. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17841. TorusGeometry.prototype.constructor = TorusGeometry;
  17842. // TorusBufferGeometry
  17843. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17844. BufferGeometry.call( this );
  17845. this.type = 'TorusBufferGeometry';
  17846. this.parameters = {
  17847. radius: radius,
  17848. tube: tube,
  17849. radialSegments: radialSegments,
  17850. tubularSegments: tubularSegments,
  17851. arc: arc
  17852. };
  17853. radius = radius || 1;
  17854. tube = tube || 0.4;
  17855. radialSegments = Math.floor( radialSegments ) || 8;
  17856. tubularSegments = Math.floor( tubularSegments ) || 6;
  17857. arc = arc || Math.PI * 2;
  17858. // buffers
  17859. var indices = [];
  17860. var vertices = [];
  17861. var normals = [];
  17862. var uvs = [];
  17863. // helper variables
  17864. var center = new Vector3();
  17865. var vertex = new Vector3();
  17866. var normal = new Vector3();
  17867. // generate vertices, normals and uvs
  17868. for ( var j = 0; j <= radialSegments; j ++ ) {
  17869. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17870. var u = i / tubularSegments * arc;
  17871. var v = j / radialSegments * Math.PI * 2;
  17872. // vertex
  17873. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17874. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17875. vertex.z = tube * Math.sin( v );
  17876. vertices.push( vertex.x, vertex.y, vertex.z );
  17877. // normal
  17878. center.x = radius * Math.cos( u );
  17879. center.y = radius * Math.sin( u );
  17880. normal.subVectors( vertex, center ).normalize();
  17881. normals.push( normal.x, normal.y, normal.z );
  17882. // uv
  17883. uvs.push( i / tubularSegments );
  17884. uvs.push( j / radialSegments );
  17885. }
  17886. }
  17887. // generate indices
  17888. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  17889. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  17890. // indices
  17891. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  17892. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  17893. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17894. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  17895. // faces
  17896. indices.push( a, b, d );
  17897. indices.push( b, c, d );
  17898. }
  17899. }
  17900. // build geometry
  17901. this.setIndex( indices );
  17902. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17903. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17904. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17905. }
  17906. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17907. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17908. /**
  17909. * @author Mugen87 / https://github.com/Mugen87
  17910. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17911. */
  17912. var Earcut = {
  17913. triangulate: function ( data, holeIndices, dim ) {
  17914. dim = dim || 2;
  17915. var hasHoles = holeIndices && holeIndices.length,
  17916. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17917. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17918. triangles = [];
  17919. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17920. var minX, minY, maxX, maxY, x, y, invSize;
  17921. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17922. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17923. if ( data.length > 80 * dim ) {
  17924. minX = maxX = data[ 0 ];
  17925. minY = maxY = data[ 1 ];
  17926. for ( var i = dim; i < outerLen; i += dim ) {
  17927. x = data[ i ];
  17928. y = data[ i + 1 ];
  17929. if ( x < minX ) { minX = x; }
  17930. if ( y < minY ) { minY = y; }
  17931. if ( x > maxX ) { maxX = x; }
  17932. if ( y > maxY ) { maxY = y; }
  17933. }
  17934. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17935. invSize = Math.max( maxX - minX, maxY - minY );
  17936. invSize = invSize !== 0 ? 1 / invSize : 0;
  17937. }
  17938. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17939. return triangles;
  17940. }
  17941. };
  17942. // create a circular doubly linked list from polygon points in the specified winding order
  17943. function linkedList( data, start, end, dim, clockwise ) {
  17944. var i, last;
  17945. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17946. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17947. } else {
  17948. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17949. }
  17950. if ( last && equals( last, last.next ) ) {
  17951. removeNode( last );
  17952. last = last.next;
  17953. }
  17954. return last;
  17955. }
  17956. // eliminate colinear or duplicate points
  17957. function filterPoints( start, end ) {
  17958. if ( ! start ) { return start; }
  17959. if ( ! end ) { end = start; }
  17960. var p = start,
  17961. again;
  17962. do {
  17963. again = false;
  17964. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17965. removeNode( p );
  17966. p = end = p.prev;
  17967. if ( p === p.next ) { break; }
  17968. again = true;
  17969. } else {
  17970. p = p.next;
  17971. }
  17972. } while ( again || p !== end );
  17973. return end;
  17974. }
  17975. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17976. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17977. if ( ! ear ) { return; }
  17978. // interlink polygon nodes in z-order
  17979. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17980. var stop = ear,
  17981. prev, next;
  17982. // iterate through ears, slicing them one by one
  17983. while ( ear.prev !== ear.next ) {
  17984. prev = ear.prev;
  17985. next = ear.next;
  17986. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17987. // cut off the triangle
  17988. triangles.push( prev.i / dim );
  17989. triangles.push( ear.i / dim );
  17990. triangles.push( next.i / dim );
  17991. removeNode( ear );
  17992. // skipping the next vertex leads to less sliver triangles
  17993. ear = next.next;
  17994. stop = next.next;
  17995. continue;
  17996. }
  17997. ear = next;
  17998. // if we looped through the whole remaining polygon and can't find any more ears
  17999. if ( ear === stop ) {
  18000. // try filtering points and slicing again
  18001. if ( ! pass ) {
  18002. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  18003. // if this didn't work, try curing all small self-intersections locally
  18004. } else if ( pass === 1 ) {
  18005. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  18006. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  18007. // as a last resort, try splitting the remaining polygon into two
  18008. } else if ( pass === 2 ) {
  18009. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  18010. }
  18011. break;
  18012. }
  18013. }
  18014. }
  18015. // check whether a polygon node forms a valid ear with adjacent nodes
  18016. function isEar( ear ) {
  18017. var a = ear.prev,
  18018. b = ear,
  18019. c = ear.next;
  18020. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18021. // now make sure we don't have other points inside the potential ear
  18022. var p = ear.next.next;
  18023. while ( p !== ear.prev ) {
  18024. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18025. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18026. p = p.next;
  18027. }
  18028. return true;
  18029. }
  18030. function isEarHashed( ear, minX, minY, invSize ) {
  18031. var a = ear.prev,
  18032. b = ear,
  18033. c = ear.next;
  18034. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18035. // triangle bbox; min & max are calculated like this for speed
  18036. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  18037. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  18038. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  18039. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  18040. // z-order range for the current triangle bbox;
  18041. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  18042. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  18043. var p = ear.prevZ,
  18044. n = ear.nextZ;
  18045. // look for points inside the triangle in both directions
  18046. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  18047. if ( p !== ear.prev && p !== ear.next &&
  18048. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18049. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18050. p = p.prevZ;
  18051. if ( n !== ear.prev && n !== ear.next &&
  18052. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18053. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18054. n = n.nextZ;
  18055. }
  18056. // look for remaining points in decreasing z-order
  18057. while ( p && p.z >= minZ ) {
  18058. if ( p !== ear.prev && p !== ear.next &&
  18059. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18060. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18061. p = p.prevZ;
  18062. }
  18063. // look for remaining points in increasing z-order
  18064. while ( n && n.z <= maxZ ) {
  18065. if ( n !== ear.prev && n !== ear.next &&
  18066. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18067. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18068. n = n.nextZ;
  18069. }
  18070. return true;
  18071. }
  18072. // go through all polygon nodes and cure small local self-intersections
  18073. function cureLocalIntersections( start, triangles, dim ) {
  18074. var p = start;
  18075. do {
  18076. var a = p.prev,
  18077. b = p.next.next;
  18078. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18079. triangles.push( a.i / dim );
  18080. triangles.push( p.i / dim );
  18081. triangles.push( b.i / dim );
  18082. // remove two nodes involved
  18083. removeNode( p );
  18084. removeNode( p.next );
  18085. p = start = b;
  18086. }
  18087. p = p.next;
  18088. } while ( p !== start );
  18089. return filterPoints( p );
  18090. }
  18091. // try splitting polygon into two and triangulate them independently
  18092. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18093. // look for a valid diagonal that divides the polygon into two
  18094. var a = start;
  18095. do {
  18096. var b = a.next.next;
  18097. while ( b !== a.prev ) {
  18098. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18099. // split the polygon in two by the diagonal
  18100. var c = splitPolygon( a, b );
  18101. // filter colinear points around the cuts
  18102. a = filterPoints( a, a.next );
  18103. c = filterPoints( c, c.next );
  18104. // run earcut on each half
  18105. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18106. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18107. return;
  18108. }
  18109. b = b.next;
  18110. }
  18111. a = a.next;
  18112. } while ( a !== start );
  18113. }
  18114. // link every hole into the outer loop, producing a single-ring polygon without holes
  18115. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18116. var queue = [],
  18117. i, len, start, end, list;
  18118. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18119. start = holeIndices[ i ] * dim;
  18120. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18121. list = linkedList( data, start, end, dim, false );
  18122. if ( list === list.next ) { list.steiner = true; }
  18123. queue.push( getLeftmost( list ) );
  18124. }
  18125. queue.sort( compareX );
  18126. // process holes from left to right
  18127. for ( i = 0; i < queue.length; i ++ ) {
  18128. eliminateHole( queue[ i ], outerNode );
  18129. outerNode = filterPoints( outerNode, outerNode.next );
  18130. }
  18131. return outerNode;
  18132. }
  18133. function compareX( a, b ) {
  18134. return a.x - b.x;
  18135. }
  18136. // find a bridge between vertices that connects hole with an outer ring and and link it
  18137. function eliminateHole( hole, outerNode ) {
  18138. outerNode = findHoleBridge( hole, outerNode );
  18139. if ( outerNode ) {
  18140. var b = splitPolygon( outerNode, hole );
  18141. // filter collinear points around the cuts
  18142. filterPoints( outerNode, outerNode.next );
  18143. filterPoints( b, b.next );
  18144. }
  18145. }
  18146. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18147. function findHoleBridge( hole, outerNode ) {
  18148. var p = outerNode,
  18149. hx = hole.x,
  18150. hy = hole.y,
  18151. qx = - Infinity,
  18152. m;
  18153. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18154. // segment's endpoint with lesser x will be potential connection point
  18155. do {
  18156. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18157. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18158. if ( x <= hx && x > qx ) {
  18159. qx = x;
  18160. if ( x === hx ) {
  18161. if ( hy === p.y ) { return p; }
  18162. if ( hy === p.next.y ) { return p.next; }
  18163. }
  18164. m = p.x < p.next.x ? p : p.next;
  18165. }
  18166. }
  18167. p = p.next;
  18168. } while ( p !== outerNode );
  18169. if ( ! m ) { return null; }
  18170. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18171. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18172. // if there are no points found, we have a valid connection;
  18173. // otherwise choose the point of the minimum angle with the ray as connection point
  18174. var stop = m,
  18175. mx = m.x,
  18176. my = m.y,
  18177. tanMin = Infinity,
  18178. tan;
  18179. p = m;
  18180. do {
  18181. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18182. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18183. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18184. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18185. m = p;
  18186. tanMin = tan;
  18187. }
  18188. }
  18189. p = p.next;
  18190. } while ( p !== stop );
  18191. return m;
  18192. }
  18193. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18194. function sectorContainsSector( m, p ) {
  18195. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18196. }
  18197. // interlink polygon nodes in z-order
  18198. function indexCurve( start, minX, minY, invSize ) {
  18199. var p = start;
  18200. do {
  18201. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18202. p.prevZ = p.prev;
  18203. p.nextZ = p.next;
  18204. p = p.next;
  18205. } while ( p !== start );
  18206. p.prevZ.nextZ = null;
  18207. p.prevZ = null;
  18208. sortLinked( p );
  18209. }
  18210. // Simon Tatham's linked list merge sort algorithm
  18211. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18212. function sortLinked( list ) {
  18213. var i, p, q, e, tail, numMerges, pSize, qSize,
  18214. inSize = 1;
  18215. do {
  18216. p = list;
  18217. list = null;
  18218. tail = null;
  18219. numMerges = 0;
  18220. while ( p ) {
  18221. numMerges ++;
  18222. q = p;
  18223. pSize = 0;
  18224. for ( i = 0; i < inSize; i ++ ) {
  18225. pSize ++;
  18226. q = q.nextZ;
  18227. if ( ! q ) { break; }
  18228. }
  18229. qSize = inSize;
  18230. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18231. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18232. e = p;
  18233. p = p.nextZ;
  18234. pSize --;
  18235. } else {
  18236. e = q;
  18237. q = q.nextZ;
  18238. qSize --;
  18239. }
  18240. if ( tail ) { tail.nextZ = e; }
  18241. else { list = e; }
  18242. e.prevZ = tail;
  18243. tail = e;
  18244. }
  18245. p = q;
  18246. }
  18247. tail.nextZ = null;
  18248. inSize *= 2;
  18249. } while ( numMerges > 1 );
  18250. return list;
  18251. }
  18252. // z-order of a point given coords and inverse of the longer side of data bbox
  18253. function zOrder( x, y, minX, minY, invSize ) {
  18254. // coords are transformed into non-negative 15-bit integer range
  18255. x = 32767 * ( x - minX ) * invSize;
  18256. y = 32767 * ( y - minY ) * invSize;
  18257. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18258. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18259. x = ( x | ( x << 2 ) ) & 0x33333333;
  18260. x = ( x | ( x << 1 ) ) & 0x55555555;
  18261. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18262. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18263. y = ( y | ( y << 2 ) ) & 0x33333333;
  18264. y = ( y | ( y << 1 ) ) & 0x55555555;
  18265. return x | ( y << 1 );
  18266. }
  18267. // find the leftmost node of a polygon ring
  18268. function getLeftmost( start ) {
  18269. var p = start,
  18270. leftmost = start;
  18271. do {
  18272. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18273. p = p.next;
  18274. } while ( p !== start );
  18275. return leftmost;
  18276. }
  18277. // check if a point lies within a convex triangle
  18278. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18279. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18280. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18281. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18282. }
  18283. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18284. function isValidDiagonal( a, b ) {
  18285. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18286. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18287. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18288. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18289. }
  18290. // signed area of a triangle
  18291. function area( p, q, r ) {
  18292. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18293. }
  18294. // check if two points are equal
  18295. function equals( p1, p2 ) {
  18296. return p1.x === p2.x && p1.y === p2.y;
  18297. }
  18298. // check if two segments intersect
  18299. function intersects( p1, q1, p2, q2 ) {
  18300. var o1 = sign( area( p1, q1, p2 ) );
  18301. var o2 = sign( area( p1, q1, q2 ) );
  18302. var o3 = sign( area( p2, q2, p1 ) );
  18303. var o4 = sign( area( p2, q2, q1 ) );
  18304. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18305. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18306. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18307. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18308. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18309. return false;
  18310. }
  18311. // for collinear points p, q, r, check if point q lies on segment pr
  18312. function onSegment( p, q, r ) {
  18313. 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 );
  18314. }
  18315. function sign( num ) {
  18316. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18317. }
  18318. // check if a polygon diagonal intersects any polygon segments
  18319. function intersectsPolygon( a, b ) {
  18320. var p = a;
  18321. do {
  18322. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18323. intersects( p, p.next, a, b ) ) { return true; }
  18324. p = p.next;
  18325. } while ( p !== a );
  18326. return false;
  18327. }
  18328. // check if a polygon diagonal is locally inside the polygon
  18329. function locallyInside( a, b ) {
  18330. return area( a.prev, a, a.next ) < 0 ?
  18331. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18332. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18333. }
  18334. // check if the middle point of a polygon diagonal is inside the polygon
  18335. function middleInside( a, b ) {
  18336. var p = a,
  18337. inside = false,
  18338. px = ( a.x + b.x ) / 2,
  18339. py = ( a.y + b.y ) / 2;
  18340. do {
  18341. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18342. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18343. { inside = ! inside; }
  18344. p = p.next;
  18345. } while ( p !== a );
  18346. return inside;
  18347. }
  18348. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18349. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18350. function splitPolygon( a, b ) {
  18351. var a2 = new Node( a.i, a.x, a.y ),
  18352. b2 = new Node( b.i, b.x, b.y ),
  18353. an = a.next,
  18354. bp = b.prev;
  18355. a.next = b;
  18356. b.prev = a;
  18357. a2.next = an;
  18358. an.prev = a2;
  18359. b2.next = a2;
  18360. a2.prev = b2;
  18361. bp.next = b2;
  18362. b2.prev = bp;
  18363. return b2;
  18364. }
  18365. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18366. function insertNode( i, x, y, last ) {
  18367. var p = new Node( i, x, y );
  18368. if ( ! last ) {
  18369. p.prev = p;
  18370. p.next = p;
  18371. } else {
  18372. p.next = last.next;
  18373. p.prev = last;
  18374. last.next.prev = p;
  18375. last.next = p;
  18376. }
  18377. return p;
  18378. }
  18379. function removeNode( p ) {
  18380. p.next.prev = p.prev;
  18381. p.prev.next = p.next;
  18382. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18383. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18384. }
  18385. function Node( i, x, y ) {
  18386. // vertex index in coordinates array
  18387. this.i = i;
  18388. // vertex coordinates
  18389. this.x = x;
  18390. this.y = y;
  18391. // previous and next vertex nodes in a polygon ring
  18392. this.prev = null;
  18393. this.next = null;
  18394. // z-order curve value
  18395. this.z = null;
  18396. // previous and next nodes in z-order
  18397. this.prevZ = null;
  18398. this.nextZ = null;
  18399. // indicates whether this is a steiner point
  18400. this.steiner = false;
  18401. }
  18402. function signedArea( data, start, end, dim ) {
  18403. var sum = 0;
  18404. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18405. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18406. j = i;
  18407. }
  18408. return sum;
  18409. }
  18410. /**
  18411. * @author zz85 / http://www.lab4games.net/zz85/blog
  18412. */
  18413. var ShapeUtils = {
  18414. // calculate area of the contour polygon
  18415. area: function ( contour ) {
  18416. var n = contour.length;
  18417. var a = 0.0;
  18418. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18419. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18420. }
  18421. return a * 0.5;
  18422. },
  18423. isClockWise: function ( pts ) {
  18424. return ShapeUtils.area( pts ) < 0;
  18425. },
  18426. triangulateShape: function ( contour, holes ) {
  18427. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18428. var holeIndices = []; // array of hole indices
  18429. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18430. removeDupEndPts( contour );
  18431. addContour( vertices, contour );
  18432. //
  18433. var holeIndex = contour.length;
  18434. holes.forEach( removeDupEndPts );
  18435. for ( var i = 0; i < holes.length; i ++ ) {
  18436. holeIndices.push( holeIndex );
  18437. holeIndex += holes[ i ].length;
  18438. addContour( vertices, holes[ i ] );
  18439. }
  18440. //
  18441. var triangles = Earcut.triangulate( vertices, holeIndices );
  18442. //
  18443. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18444. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18445. }
  18446. return faces;
  18447. }
  18448. };
  18449. function removeDupEndPts( points ) {
  18450. var l = points.length;
  18451. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18452. points.pop();
  18453. }
  18454. }
  18455. function addContour( vertices, contour ) {
  18456. for ( var i = 0; i < contour.length; i ++ ) {
  18457. vertices.push( contour[ i ].x );
  18458. vertices.push( contour[ i ].y );
  18459. }
  18460. }
  18461. /**
  18462. * @author zz85 / http://www.lab4games.net/zz85/blog
  18463. *
  18464. * Creates extruded geometry from a path shape.
  18465. *
  18466. * parameters = {
  18467. *
  18468. * curveSegments: <int>, // number of points on the curves
  18469. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18470. * depth: <float>, // Depth to extrude the shape
  18471. *
  18472. * bevelEnabled: <bool>, // turn on bevel
  18473. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18474. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18475. * bevelOffset: <float>, // how far from shape outline does bevel start
  18476. * bevelSegments: <int>, // number of bevel layers
  18477. *
  18478. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18479. *
  18480. * UVGenerator: <Object> // object that provides UV generator functions
  18481. *
  18482. * }
  18483. */
  18484. // ExtrudeGeometry
  18485. function ExtrudeGeometry( shapes, options ) {
  18486. Geometry.call( this );
  18487. this.type = 'ExtrudeGeometry';
  18488. this.parameters = {
  18489. shapes: shapes,
  18490. options: options
  18491. };
  18492. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18493. this.mergeVertices();
  18494. }
  18495. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18496. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18497. ExtrudeGeometry.prototype.toJSON = function () {
  18498. var data = Geometry.prototype.toJSON.call( this );
  18499. var shapes = this.parameters.shapes;
  18500. var options = this.parameters.options;
  18501. return toJSON( shapes, options, data );
  18502. };
  18503. // ExtrudeBufferGeometry
  18504. function ExtrudeBufferGeometry( shapes, options ) {
  18505. BufferGeometry.call( this );
  18506. this.type = 'ExtrudeBufferGeometry';
  18507. this.parameters = {
  18508. shapes: shapes,
  18509. options: options
  18510. };
  18511. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18512. var scope = this;
  18513. var verticesArray = [];
  18514. var uvArray = [];
  18515. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18516. var shape = shapes[ i ];
  18517. addShape( shape );
  18518. }
  18519. // build geometry
  18520. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18521. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18522. this.computeVertexNormals();
  18523. // functions
  18524. function addShape( shape ) {
  18525. var placeholder = [];
  18526. // options
  18527. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18528. var steps = options.steps !== undefined ? options.steps : 1;
  18529. var depth = options.depth !== undefined ? options.depth : 100;
  18530. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18531. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18532. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18533. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18534. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18535. var extrudePath = options.extrudePath;
  18536. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18537. // deprecated options
  18538. if ( options.amount !== undefined ) {
  18539. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18540. depth = options.amount;
  18541. }
  18542. //
  18543. var extrudePts, extrudeByPath = false;
  18544. var splineTube, binormal, normal, position2;
  18545. if ( extrudePath ) {
  18546. extrudePts = extrudePath.getSpacedPoints( steps );
  18547. extrudeByPath = true;
  18548. bevelEnabled = false; // bevels not supported for path extrusion
  18549. // SETUP TNB variables
  18550. // TODO1 - have a .isClosed in spline?
  18551. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18552. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18553. binormal = new Vector3();
  18554. normal = new Vector3();
  18555. position2 = new Vector3();
  18556. }
  18557. // Safeguards if bevels are not enabled
  18558. if ( ! bevelEnabled ) {
  18559. bevelSegments = 0;
  18560. bevelThickness = 0;
  18561. bevelSize = 0;
  18562. bevelOffset = 0;
  18563. }
  18564. // Variables initialization
  18565. var shapePoints = shape.extractPoints( curveSegments );
  18566. var vertices = shapePoints.shape;
  18567. var holes = shapePoints.holes;
  18568. var reverse = ! ShapeUtils.isClockWise( vertices );
  18569. if ( reverse ) {
  18570. vertices = vertices.reverse();
  18571. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18572. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18573. var ahole = holes[ h ];
  18574. if ( ShapeUtils.isClockWise( ahole ) ) {
  18575. holes[ h ] = ahole.reverse();
  18576. }
  18577. }
  18578. }
  18579. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18580. /* Vertices */
  18581. var contour = vertices; // vertices has all points but contour has only points of circumference
  18582. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18583. var ahole$1 = holes[ h$1 ];
  18584. vertices = vertices.concat( ahole$1 );
  18585. }
  18586. function scalePt2( pt, vec, size ) {
  18587. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18588. return vec.clone().multiplyScalar( size ).add( pt );
  18589. }
  18590. var vlen = vertices.length, flen = faces.length;
  18591. // Find directions for point movement
  18592. function getBevelVec( inPt, inPrev, inNext ) {
  18593. // computes for inPt the corresponding point inPt' on a new contour
  18594. // shifted by 1 unit (length of normalized vector) to the left
  18595. // if we walk along contour clockwise, this new contour is outside the old one
  18596. //
  18597. // inPt' is the intersection of the two lines parallel to the two
  18598. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18599. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18600. // good reading for geometry algorithms (here: line-line intersection)
  18601. // http://geomalgorithms.com/a05-_intersect-1.html
  18602. var v_prev_x = inPt.x - inPrev.x,
  18603. v_prev_y = inPt.y - inPrev.y;
  18604. var v_next_x = inNext.x - inPt.x,
  18605. v_next_y = inNext.y - inPt.y;
  18606. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18607. // check for collinear edges
  18608. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18609. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18610. // not collinear
  18611. // length of vectors for normalizing
  18612. var v_prev_len = Math.sqrt( v_prev_lensq );
  18613. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18614. // shift adjacent points by unit vectors to the left
  18615. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18616. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18617. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18618. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18619. // scaling factor for v_prev to intersection point
  18620. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18621. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18622. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18623. // vector from inPt to intersection point
  18624. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18625. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18626. // Don't normalize!, otherwise sharp corners become ugly
  18627. // but prevent crazy spikes
  18628. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18629. if ( v_trans_lensq <= 2 ) {
  18630. return new Vector2( v_trans_x, v_trans_y );
  18631. } else {
  18632. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18633. }
  18634. } else {
  18635. // handle special case of collinear edges
  18636. var direction_eq = false; // assumes: opposite
  18637. if ( v_prev_x > Number.EPSILON ) {
  18638. if ( v_next_x > Number.EPSILON ) {
  18639. direction_eq = true;
  18640. }
  18641. } else {
  18642. if ( v_prev_x < - Number.EPSILON ) {
  18643. if ( v_next_x < - Number.EPSILON ) {
  18644. direction_eq = true;
  18645. }
  18646. } else {
  18647. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18648. direction_eq = true;
  18649. }
  18650. }
  18651. }
  18652. if ( direction_eq ) {
  18653. // console.log("Warning: lines are a straight sequence");
  18654. v_trans_x = - v_prev_y;
  18655. v_trans_y = v_prev_x;
  18656. shrink_by = Math.sqrt( v_prev_lensq );
  18657. } else {
  18658. // console.log("Warning: lines are a straight spike");
  18659. v_trans_x = v_prev_x;
  18660. v_trans_y = v_prev_y;
  18661. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18662. }
  18663. }
  18664. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18665. }
  18666. var contourMovements = [];
  18667. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18668. if ( j === il ) { j = 0; }
  18669. if ( k === il ) { k = 0; }
  18670. // (j)---(i)---(k)
  18671. // console.log('i,j,k', i, j , k)
  18672. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18673. }
  18674. var holesMovements = [];
  18675. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18676. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18677. var ahole$2 = holes[ h$2 ];
  18678. oneHoleMovements = [];
  18679. 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 ++ ) {
  18680. if ( j$1 === il$1 ) { j$1 = 0; }
  18681. if ( k$1 === il$1 ) { k$1 = 0; }
  18682. // (j)---(i)---(k)
  18683. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18684. }
  18685. holesMovements.push( oneHoleMovements );
  18686. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18687. }
  18688. // Loop bevelSegments, 1 for the front, 1 for the back
  18689. for ( var b = 0; b < bevelSegments; b ++ ) {
  18690. //for ( b = bevelSegments; b > 0; b -- ) {
  18691. var t = b / bevelSegments;
  18692. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18693. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18694. // contract shape
  18695. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18696. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18697. v( vert.x, vert.y, - z );
  18698. }
  18699. // expand holes
  18700. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18701. var ahole$3 = holes[ h$3 ];
  18702. oneHoleMovements = holesMovements[ h$3 ];
  18703. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18704. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18705. v( vert$1.x, vert$1.y, - z );
  18706. }
  18707. }
  18708. }
  18709. var bs = bevelSize + bevelOffset;
  18710. // Back facing vertices
  18711. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18712. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18713. if ( ! extrudeByPath ) {
  18714. v( vert$2.x, vert$2.y, 0 );
  18715. } else {
  18716. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18717. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18718. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18719. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18720. v( position2.x, position2.y, position2.z );
  18721. }
  18722. }
  18723. // Add stepped vertices...
  18724. // Including front facing vertices
  18725. for ( var s = 1; s <= steps; s ++ ) {
  18726. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18727. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18728. if ( ! extrudeByPath ) {
  18729. v( vert$3.x, vert$3.y, depth / steps * s );
  18730. } else {
  18731. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18732. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18733. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18734. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18735. v( position2.x, position2.y, position2.z );
  18736. }
  18737. }
  18738. }
  18739. // Add bevel segments planes
  18740. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18741. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18742. var t$1 = b$1 / bevelSegments;
  18743. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18744. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18745. // contract shape
  18746. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18747. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18748. v( vert$4.x, vert$4.y, depth + z$1 );
  18749. }
  18750. // expand holes
  18751. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18752. var ahole$4 = holes[ h$4 ];
  18753. oneHoleMovements = holesMovements[ h$4 ];
  18754. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18755. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18756. if ( ! extrudeByPath ) {
  18757. v( vert$5.x, vert$5.y, depth + z$1 );
  18758. } else {
  18759. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18760. }
  18761. }
  18762. }
  18763. }
  18764. /* Faces */
  18765. // Top and bottom faces
  18766. buildLidFaces();
  18767. // Sides faces
  18768. buildSideFaces();
  18769. ///// Internal functions
  18770. function buildLidFaces() {
  18771. var start = verticesArray.length / 3;
  18772. if ( bevelEnabled ) {
  18773. var layer = 0; // steps + 1
  18774. var offset = vlen * layer;
  18775. // Bottom faces
  18776. for ( var i = 0; i < flen; i ++ ) {
  18777. var face = faces[ i ];
  18778. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18779. }
  18780. layer = steps + bevelSegments * 2;
  18781. offset = vlen * layer;
  18782. // Top faces
  18783. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18784. var face$1 = faces[ i$1 ];
  18785. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18786. }
  18787. } else {
  18788. // Bottom faces
  18789. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18790. var face$2 = faces[ i$2 ];
  18791. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18792. }
  18793. // Top faces
  18794. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18795. var face$3 = faces[ i$3 ];
  18796. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18797. }
  18798. }
  18799. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18800. }
  18801. // Create faces for the z-sides of the shape
  18802. function buildSideFaces() {
  18803. var start = verticesArray.length / 3;
  18804. var layeroffset = 0;
  18805. sidewalls( contour, layeroffset );
  18806. layeroffset += contour.length;
  18807. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18808. var ahole = holes[ h ];
  18809. sidewalls( ahole, layeroffset );
  18810. //, true
  18811. layeroffset += ahole.length;
  18812. }
  18813. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18814. }
  18815. function sidewalls( contour, layeroffset ) {
  18816. var i = contour.length;
  18817. while ( -- i >= 0 ) {
  18818. var j = i;
  18819. var k = i - 1;
  18820. if ( k < 0 ) { k = contour.length - 1; }
  18821. //console.log('b', i,j, i-1, k,vertices.length);
  18822. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18823. var slen1 = vlen * s;
  18824. var slen2 = vlen * ( s + 1 );
  18825. var a = layeroffset + j + slen1,
  18826. b = layeroffset + k + slen1,
  18827. c = layeroffset + k + slen2,
  18828. d = layeroffset + j + slen2;
  18829. f4( a, b, c, d );
  18830. }
  18831. }
  18832. }
  18833. function v( x, y, z ) {
  18834. placeholder.push( x );
  18835. placeholder.push( y );
  18836. placeholder.push( z );
  18837. }
  18838. function f3( a, b, c ) {
  18839. addVertex( a );
  18840. addVertex( b );
  18841. addVertex( c );
  18842. var nextIndex = verticesArray.length / 3;
  18843. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18844. addUV( uvs[ 0 ] );
  18845. addUV( uvs[ 1 ] );
  18846. addUV( uvs[ 2 ] );
  18847. }
  18848. function f4( a, b, c, d ) {
  18849. addVertex( a );
  18850. addVertex( b );
  18851. addVertex( d );
  18852. addVertex( b );
  18853. addVertex( c );
  18854. addVertex( d );
  18855. var nextIndex = verticesArray.length / 3;
  18856. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18857. addUV( uvs[ 0 ] );
  18858. addUV( uvs[ 1 ] );
  18859. addUV( uvs[ 3 ] );
  18860. addUV( uvs[ 1 ] );
  18861. addUV( uvs[ 2 ] );
  18862. addUV( uvs[ 3 ] );
  18863. }
  18864. function addVertex( index ) {
  18865. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18866. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18867. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18868. }
  18869. function addUV( vector2 ) {
  18870. uvArray.push( vector2.x );
  18871. uvArray.push( vector2.y );
  18872. }
  18873. }
  18874. }
  18875. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18876. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18877. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18878. var data = BufferGeometry.prototype.toJSON.call( this );
  18879. var shapes = this.parameters.shapes;
  18880. var options = this.parameters.options;
  18881. return toJSON( shapes, options, data );
  18882. };
  18883. //
  18884. var WorldUVGenerator = {
  18885. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18886. var a_x = vertices[ indexA * 3 ];
  18887. var a_y = vertices[ indexA * 3 + 1 ];
  18888. var b_x = vertices[ indexB * 3 ];
  18889. var b_y = vertices[ indexB * 3 + 1 ];
  18890. var c_x = vertices[ indexC * 3 ];
  18891. var c_y = vertices[ indexC * 3 + 1 ];
  18892. return [
  18893. new Vector2( a_x, a_y ),
  18894. new Vector2( b_x, b_y ),
  18895. new Vector2( c_x, c_y )
  18896. ];
  18897. },
  18898. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18899. var a_x = vertices[ indexA * 3 ];
  18900. var a_y = vertices[ indexA * 3 + 1 ];
  18901. var a_z = vertices[ indexA * 3 + 2 ];
  18902. var b_x = vertices[ indexB * 3 ];
  18903. var b_y = vertices[ indexB * 3 + 1 ];
  18904. var b_z = vertices[ indexB * 3 + 2 ];
  18905. var c_x = vertices[ indexC * 3 ];
  18906. var c_y = vertices[ indexC * 3 + 1 ];
  18907. var c_z = vertices[ indexC * 3 + 2 ];
  18908. var d_x = vertices[ indexD * 3 ];
  18909. var d_y = vertices[ indexD * 3 + 1 ];
  18910. var d_z = vertices[ indexD * 3 + 2 ];
  18911. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18912. return [
  18913. new Vector2( a_x, 1 - a_z ),
  18914. new Vector2( b_x, 1 - b_z ),
  18915. new Vector2( c_x, 1 - c_z ),
  18916. new Vector2( d_x, 1 - d_z )
  18917. ];
  18918. } else {
  18919. return [
  18920. new Vector2( a_y, 1 - a_z ),
  18921. new Vector2( b_y, 1 - b_z ),
  18922. new Vector2( c_y, 1 - c_z ),
  18923. new Vector2( d_y, 1 - d_z )
  18924. ];
  18925. }
  18926. }
  18927. };
  18928. function toJSON( shapes, options, data ) {
  18929. //
  18930. data.shapes = [];
  18931. if ( Array.isArray( shapes ) ) {
  18932. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18933. var shape = shapes[ i ];
  18934. data.shapes.push( shape.uuid );
  18935. }
  18936. } else {
  18937. data.shapes.push( shapes.uuid );
  18938. }
  18939. //
  18940. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18941. return data;
  18942. }
  18943. /**
  18944. * @author zz85 / http://www.lab4games.net/zz85/blog
  18945. * @author alteredq / http://alteredqualia.com/
  18946. *
  18947. * Text = 3D Text
  18948. *
  18949. * parameters = {
  18950. * font: <THREE.Font>, // font
  18951. *
  18952. * size: <float>, // size of the text
  18953. * height: <float>, // thickness to extrude text
  18954. * curveSegments: <int>, // number of points on the curves
  18955. *
  18956. * bevelEnabled: <bool>, // turn on bevel
  18957. * bevelThickness: <float>, // how deep into text bevel goes
  18958. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18959. * bevelOffset: <float> // how far from text outline does bevel start
  18960. * }
  18961. */
  18962. // TextGeometry
  18963. function TextGeometry( text, parameters ) {
  18964. Geometry.call( this );
  18965. this.type = 'TextGeometry';
  18966. this.parameters = {
  18967. text: text,
  18968. parameters: parameters
  18969. };
  18970. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18971. this.mergeVertices();
  18972. }
  18973. TextGeometry.prototype = Object.create( Geometry.prototype );
  18974. TextGeometry.prototype.constructor = TextGeometry;
  18975. // TextBufferGeometry
  18976. function TextBufferGeometry( text, parameters ) {
  18977. parameters = parameters || {};
  18978. var font = parameters.font;
  18979. if ( ! ( font && font.isFont ) ) {
  18980. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18981. return new Geometry();
  18982. }
  18983. var shapes = font.generateShapes( text, parameters.size );
  18984. // translate parameters to ExtrudeGeometry API
  18985. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18986. // defaults
  18987. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18988. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18989. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18990. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18991. this.type = 'TextBufferGeometry';
  18992. }
  18993. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18994. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18995. /**
  18996. * @author mrdoob / http://mrdoob.com/
  18997. * @author benaadams / https://twitter.com/ben_a_adams
  18998. * @author Mugen87 / https://github.com/Mugen87
  18999. */
  19000. // SphereGeometry
  19001. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19002. Geometry.call( this );
  19003. this.type = 'SphereGeometry';
  19004. this.parameters = {
  19005. radius: radius,
  19006. widthSegments: widthSegments,
  19007. heightSegments: heightSegments,
  19008. phiStart: phiStart,
  19009. phiLength: phiLength,
  19010. thetaStart: thetaStart,
  19011. thetaLength: thetaLength
  19012. };
  19013. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  19014. this.mergeVertices();
  19015. }
  19016. SphereGeometry.prototype = Object.create( Geometry.prototype );
  19017. SphereGeometry.prototype.constructor = SphereGeometry;
  19018. // SphereBufferGeometry
  19019. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19020. BufferGeometry.call( this );
  19021. this.type = 'SphereBufferGeometry';
  19022. this.parameters = {
  19023. radius: radius,
  19024. widthSegments: widthSegments,
  19025. heightSegments: heightSegments,
  19026. phiStart: phiStart,
  19027. phiLength: phiLength,
  19028. thetaStart: thetaStart,
  19029. thetaLength: thetaLength
  19030. };
  19031. radius = radius || 1;
  19032. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19033. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19034. phiStart = phiStart !== undefined ? phiStart : 0;
  19035. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19036. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19037. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19038. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  19039. var index = 0;
  19040. var grid = [];
  19041. var vertex = new Vector3();
  19042. var normal = new Vector3();
  19043. // buffers
  19044. var indices = [];
  19045. var vertices = [];
  19046. var normals = [];
  19047. var uvs = [];
  19048. // generate vertices, normals and uvs
  19049. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  19050. var verticesRow = [];
  19051. var v = iy / heightSegments;
  19052. // special case for the poles
  19053. var uOffset = 0;
  19054. if ( iy == 0 && thetaStart == 0 ) {
  19055. uOffset = 0.5 / widthSegments;
  19056. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19057. uOffset = - 0.5 / widthSegments;
  19058. }
  19059. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19060. var u = ix / widthSegments;
  19061. // vertex
  19062. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19063. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19064. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19065. vertices.push( vertex.x, vertex.y, vertex.z );
  19066. // normal
  19067. normal.copy( vertex ).normalize();
  19068. normals.push( normal.x, normal.y, normal.z );
  19069. // uv
  19070. uvs.push( u + uOffset, 1 - v );
  19071. verticesRow.push( index ++ );
  19072. }
  19073. grid.push( verticesRow );
  19074. }
  19075. // indices
  19076. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19077. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19078. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19079. var b = grid[ iy$1 ][ ix$1 ];
  19080. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19081. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19082. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19083. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19084. }
  19085. }
  19086. // build geometry
  19087. this.setIndex( indices );
  19088. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19089. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19090. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19091. }
  19092. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19093. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19094. /**
  19095. * @author Kaleb Murphy
  19096. * @author Mugen87 / https://github.com/Mugen87
  19097. */
  19098. // RingGeometry
  19099. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19100. Geometry.call( this );
  19101. this.type = 'RingGeometry';
  19102. this.parameters = {
  19103. innerRadius: innerRadius,
  19104. outerRadius: outerRadius,
  19105. thetaSegments: thetaSegments,
  19106. phiSegments: phiSegments,
  19107. thetaStart: thetaStart,
  19108. thetaLength: thetaLength
  19109. };
  19110. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19111. this.mergeVertices();
  19112. }
  19113. RingGeometry.prototype = Object.create( Geometry.prototype );
  19114. RingGeometry.prototype.constructor = RingGeometry;
  19115. // RingBufferGeometry
  19116. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19117. BufferGeometry.call( this );
  19118. this.type = 'RingBufferGeometry';
  19119. this.parameters = {
  19120. innerRadius: innerRadius,
  19121. outerRadius: outerRadius,
  19122. thetaSegments: thetaSegments,
  19123. phiSegments: phiSegments,
  19124. thetaStart: thetaStart,
  19125. thetaLength: thetaLength
  19126. };
  19127. innerRadius = innerRadius || 0.5;
  19128. outerRadius = outerRadius || 1;
  19129. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19130. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19131. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19132. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19133. // buffers
  19134. var indices = [];
  19135. var vertices = [];
  19136. var normals = [];
  19137. var uvs = [];
  19138. // some helper variables
  19139. var radius = innerRadius;
  19140. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19141. var vertex = new Vector3();
  19142. var uv = new Vector2();
  19143. // generate vertices, normals and uvs
  19144. for ( var j = 0; j <= phiSegments; j ++ ) {
  19145. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19146. // values are generate from the inside of the ring to the outside
  19147. var segment = thetaStart + i / thetaSegments * thetaLength;
  19148. // vertex
  19149. vertex.x = radius * Math.cos( segment );
  19150. vertex.y = radius * Math.sin( segment );
  19151. vertices.push( vertex.x, vertex.y, vertex.z );
  19152. // normal
  19153. normals.push( 0, 0, 1 );
  19154. // uv
  19155. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19156. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19157. uvs.push( uv.x, uv.y );
  19158. }
  19159. // increase the radius for next row of vertices
  19160. radius += radiusStep;
  19161. }
  19162. // indices
  19163. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19164. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19165. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19166. var segment$1 = i$1 + thetaSegmentLevel;
  19167. var a = segment$1;
  19168. var b = segment$1 + thetaSegments + 1;
  19169. var c = segment$1 + thetaSegments + 2;
  19170. var d = segment$1 + 1;
  19171. // faces
  19172. indices.push( a, b, d );
  19173. indices.push( b, c, d );
  19174. }
  19175. }
  19176. // build geometry
  19177. this.setIndex( indices );
  19178. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19179. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19180. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19181. }
  19182. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19183. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19184. /**
  19185. * @author zz85 / https://github.com/zz85
  19186. * @author bhouston / http://clara.io
  19187. * @author Mugen87 / https://github.com/Mugen87
  19188. */
  19189. // LatheGeometry
  19190. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19191. Geometry.call( this );
  19192. this.type = 'LatheGeometry';
  19193. this.parameters = {
  19194. points: points,
  19195. segments: segments,
  19196. phiStart: phiStart,
  19197. phiLength: phiLength
  19198. };
  19199. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19200. this.mergeVertices();
  19201. }
  19202. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19203. LatheGeometry.prototype.constructor = LatheGeometry;
  19204. // LatheBufferGeometry
  19205. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19206. BufferGeometry.call( this );
  19207. this.type = 'LatheBufferGeometry';
  19208. this.parameters = {
  19209. points: points,
  19210. segments: segments,
  19211. phiStart: phiStart,
  19212. phiLength: phiLength
  19213. };
  19214. segments = Math.floor( segments ) || 12;
  19215. phiStart = phiStart || 0;
  19216. phiLength = phiLength || Math.PI * 2;
  19217. // clamp phiLength so it's in range of [ 0, 2PI ]
  19218. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19219. // buffers
  19220. var indices = [];
  19221. var vertices = [];
  19222. var uvs = [];
  19223. // helper variables
  19224. var inverseSegments = 1.0 / segments;
  19225. var vertex = new Vector3();
  19226. var uv = new Vector2();
  19227. // generate vertices and uvs
  19228. for ( var i = 0; i <= segments; i ++ ) {
  19229. var phi = phiStart + i * inverseSegments * phiLength;
  19230. var sin = Math.sin( phi );
  19231. var cos = Math.cos( phi );
  19232. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19233. // vertex
  19234. vertex.x = points[ j ].x * sin;
  19235. vertex.y = points[ j ].y;
  19236. vertex.z = points[ j ].x * cos;
  19237. vertices.push( vertex.x, vertex.y, vertex.z );
  19238. // uv
  19239. uv.x = i / segments;
  19240. uv.y = j / ( points.length - 1 );
  19241. uvs.push( uv.x, uv.y );
  19242. }
  19243. }
  19244. // indices
  19245. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19246. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19247. var base = j$1 + i$1 * points.length;
  19248. var a = base;
  19249. var b = base + points.length;
  19250. var c = base + points.length + 1;
  19251. var d = base + 1;
  19252. // faces
  19253. indices.push( a, b, d );
  19254. indices.push( b, c, d );
  19255. }
  19256. }
  19257. // build geometry
  19258. this.setIndex( indices );
  19259. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19260. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19261. // generate normals
  19262. this.computeVertexNormals();
  19263. // if the geometry is closed, we need to average the normals along the seam.
  19264. // because the corresponding vertices are identical (but still have different UVs).
  19265. if ( phiLength === Math.PI * 2 ) {
  19266. var normals = this.attributes.normal.array;
  19267. var n1 = new Vector3();
  19268. var n2 = new Vector3();
  19269. var n = new Vector3();
  19270. // this is the buffer offset for the last line of vertices
  19271. var base$1 = segments * points.length * 3;
  19272. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19273. // select the normal of the vertex in the first line
  19274. n1.x = normals[ j$2 + 0 ];
  19275. n1.y = normals[ j$2 + 1 ];
  19276. n1.z = normals[ j$2 + 2 ];
  19277. // select the normal of the vertex in the last line
  19278. n2.x = normals[ base$1 + j$2 + 0 ];
  19279. n2.y = normals[ base$1 + j$2 + 1 ];
  19280. n2.z = normals[ base$1 + j$2 + 2 ];
  19281. // average normals
  19282. n.addVectors( n1, n2 ).normalize();
  19283. // assign the new values to both normals
  19284. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19285. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19286. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19287. }
  19288. }
  19289. }
  19290. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19291. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19292. /**
  19293. * @author jonobr1 / http://jonobr1.com
  19294. * @author Mugen87 / https://github.com/Mugen87
  19295. */
  19296. // ShapeGeometry
  19297. function ShapeGeometry( shapes, curveSegments ) {
  19298. Geometry.call( this );
  19299. this.type = 'ShapeGeometry';
  19300. if ( typeof curveSegments === 'object' ) {
  19301. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19302. curveSegments = curveSegments.curveSegments;
  19303. }
  19304. this.parameters = {
  19305. shapes: shapes,
  19306. curveSegments: curveSegments
  19307. };
  19308. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19309. this.mergeVertices();
  19310. }
  19311. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19312. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19313. ShapeGeometry.prototype.toJSON = function () {
  19314. var data = Geometry.prototype.toJSON.call( this );
  19315. var shapes = this.parameters.shapes;
  19316. return toJSON$1( shapes, data );
  19317. };
  19318. // ShapeBufferGeometry
  19319. function ShapeBufferGeometry( shapes, curveSegments ) {
  19320. BufferGeometry.call( this );
  19321. this.type = 'ShapeBufferGeometry';
  19322. this.parameters = {
  19323. shapes: shapes,
  19324. curveSegments: curveSegments
  19325. };
  19326. curveSegments = curveSegments || 12;
  19327. // buffers
  19328. var indices = [];
  19329. var vertices = [];
  19330. var normals = [];
  19331. var uvs = [];
  19332. // helper variables
  19333. var groupStart = 0;
  19334. var groupCount = 0;
  19335. // allow single and array values for "shapes" parameter
  19336. if ( Array.isArray( shapes ) === false ) {
  19337. addShape( shapes );
  19338. } else {
  19339. for ( var i = 0; i < shapes.length; i ++ ) {
  19340. addShape( shapes[ i ] );
  19341. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19342. groupStart += groupCount;
  19343. groupCount = 0;
  19344. }
  19345. }
  19346. // build geometry
  19347. this.setIndex( indices );
  19348. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19349. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19350. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19351. // helper functions
  19352. function addShape( shape ) {
  19353. var indexOffset = vertices.length / 3;
  19354. var points = shape.extractPoints( curveSegments );
  19355. var shapeVertices = points.shape;
  19356. var shapeHoles = points.holes;
  19357. // check direction of vertices
  19358. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19359. shapeVertices = shapeVertices.reverse();
  19360. }
  19361. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19362. var shapeHole = shapeHoles[ i ];
  19363. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19364. shapeHoles[ i ] = shapeHole.reverse();
  19365. }
  19366. }
  19367. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19368. // join vertices of inner and outer paths to a single array
  19369. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19370. var shapeHole$1 = shapeHoles[ i$1 ];
  19371. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19372. }
  19373. // vertices, normals, uvs
  19374. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19375. var vertex = shapeVertices[ i$2 ];
  19376. vertices.push( vertex.x, vertex.y, 0 );
  19377. normals.push( 0, 0, 1 );
  19378. uvs.push( vertex.x, vertex.y ); // world uvs
  19379. }
  19380. // incides
  19381. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19382. var face = faces[ i$3 ];
  19383. var a = face[ 0 ] + indexOffset;
  19384. var b = face[ 1 ] + indexOffset;
  19385. var c = face[ 2 ] + indexOffset;
  19386. indices.push( a, b, c );
  19387. groupCount += 3;
  19388. }
  19389. }
  19390. }
  19391. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19392. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19393. ShapeBufferGeometry.prototype.toJSON = function () {
  19394. var data = BufferGeometry.prototype.toJSON.call( this );
  19395. var shapes = this.parameters.shapes;
  19396. return toJSON$1( shapes, data );
  19397. };
  19398. //
  19399. function toJSON$1( shapes, data ) {
  19400. data.shapes = [];
  19401. if ( Array.isArray( shapes ) ) {
  19402. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19403. var shape = shapes[ i ];
  19404. data.shapes.push( shape.uuid );
  19405. }
  19406. } else {
  19407. data.shapes.push( shapes.uuid );
  19408. }
  19409. return data;
  19410. }
  19411. /**
  19412. * @author WestLangley / http://github.com/WestLangley
  19413. * @author Mugen87 / https://github.com/Mugen87
  19414. */
  19415. function EdgesGeometry( geometry, thresholdAngle ) {
  19416. BufferGeometry.call( this );
  19417. this.type = 'EdgesGeometry';
  19418. this.parameters = {
  19419. thresholdAngle: thresholdAngle
  19420. };
  19421. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19422. // buffer
  19423. var vertices = [];
  19424. // helper variables
  19425. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19426. var edge = [ 0, 0 ], edges = {};
  19427. var edge1, edge2, key;
  19428. var keys = [ 'a', 'b', 'c' ];
  19429. // prepare source geometry
  19430. var geometry2;
  19431. if ( geometry.isBufferGeometry ) {
  19432. geometry2 = new Geometry();
  19433. geometry2.fromBufferGeometry( geometry );
  19434. } else {
  19435. geometry2 = geometry.clone();
  19436. }
  19437. geometry2.mergeVertices();
  19438. geometry2.computeFaceNormals();
  19439. var sourceVertices = geometry2.vertices;
  19440. var faces = geometry2.faces;
  19441. // now create a data structure where each entry represents an edge with its adjoining faces
  19442. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19443. var face = faces[ i ];
  19444. for ( var j = 0; j < 3; j ++ ) {
  19445. edge1 = face[ keys[ j ] ];
  19446. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19447. edge[ 0 ] = Math.min( edge1, edge2 );
  19448. edge[ 1 ] = Math.max( edge1, edge2 );
  19449. key = edge[ 0 ] + ',' + edge[ 1 ];
  19450. if ( edges[ key ] === undefined ) {
  19451. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19452. } else {
  19453. edges[ key ].face2 = i;
  19454. }
  19455. }
  19456. }
  19457. // generate vertices
  19458. for ( key in edges ) {
  19459. var e = edges[ key ];
  19460. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19461. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19462. var vertex = sourceVertices[ e.index1 ];
  19463. vertices.push( vertex.x, vertex.y, vertex.z );
  19464. vertex = sourceVertices[ e.index2 ];
  19465. vertices.push( vertex.x, vertex.y, vertex.z );
  19466. }
  19467. }
  19468. // build geometry
  19469. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19470. }
  19471. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19472. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19473. /**
  19474. * @author mrdoob / http://mrdoob.com/
  19475. * @author Mugen87 / https://github.com/Mugen87
  19476. */
  19477. // CylinderGeometry
  19478. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19479. Geometry.call( this );
  19480. this.type = 'CylinderGeometry';
  19481. this.parameters = {
  19482. radiusTop: radiusTop,
  19483. radiusBottom: radiusBottom,
  19484. height: height,
  19485. radialSegments: radialSegments,
  19486. heightSegments: heightSegments,
  19487. openEnded: openEnded,
  19488. thetaStart: thetaStart,
  19489. thetaLength: thetaLength
  19490. };
  19491. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19492. this.mergeVertices();
  19493. }
  19494. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19495. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19496. // CylinderBufferGeometry
  19497. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19498. BufferGeometry.call( this );
  19499. this.type = 'CylinderBufferGeometry';
  19500. this.parameters = {
  19501. radiusTop: radiusTop,
  19502. radiusBottom: radiusBottom,
  19503. height: height,
  19504. radialSegments: radialSegments,
  19505. heightSegments: heightSegments,
  19506. openEnded: openEnded,
  19507. thetaStart: thetaStart,
  19508. thetaLength: thetaLength
  19509. };
  19510. var scope = this;
  19511. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19512. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19513. height = height || 1;
  19514. radialSegments = Math.floor( radialSegments ) || 8;
  19515. heightSegments = Math.floor( heightSegments ) || 1;
  19516. openEnded = openEnded !== undefined ? openEnded : false;
  19517. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19518. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19519. // buffers
  19520. var indices = [];
  19521. var vertices = [];
  19522. var normals = [];
  19523. var uvs = [];
  19524. // helper variables
  19525. var index = 0;
  19526. var indexArray = [];
  19527. var halfHeight = height / 2;
  19528. var groupStart = 0;
  19529. // generate geometry
  19530. generateTorso();
  19531. if ( openEnded === false ) {
  19532. if ( radiusTop > 0 ) { generateCap( true ); }
  19533. if ( radiusBottom > 0 ) { generateCap( false ); }
  19534. }
  19535. // build geometry
  19536. this.setIndex( indices );
  19537. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19538. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19539. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19540. function generateTorso() {
  19541. var normal = new Vector3();
  19542. var vertex = new Vector3();
  19543. var groupCount = 0;
  19544. // this will be used to calculate the normal
  19545. var slope = ( radiusBottom - radiusTop ) / height;
  19546. // generate vertices, normals and uvs
  19547. for ( var y = 0; y <= heightSegments; y ++ ) {
  19548. var indexRow = [];
  19549. var v = y / heightSegments;
  19550. // calculate the radius of the current row
  19551. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19552. for ( var x = 0; x <= radialSegments; x ++ ) {
  19553. var u = x / radialSegments;
  19554. var theta = u * thetaLength + thetaStart;
  19555. var sinTheta = Math.sin( theta );
  19556. var cosTheta = Math.cos( theta );
  19557. // vertex
  19558. vertex.x = radius * sinTheta;
  19559. vertex.y = - v * height + halfHeight;
  19560. vertex.z = radius * cosTheta;
  19561. vertices.push( vertex.x, vertex.y, vertex.z );
  19562. // normal
  19563. normal.set( sinTheta, slope, cosTheta ).normalize();
  19564. normals.push( normal.x, normal.y, normal.z );
  19565. // uv
  19566. uvs.push( u, 1 - v );
  19567. // save index of vertex in respective row
  19568. indexRow.push( index ++ );
  19569. }
  19570. // now save vertices of the row in our index array
  19571. indexArray.push( indexRow );
  19572. }
  19573. // generate indices
  19574. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19575. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19576. // we use the index array to access the correct indices
  19577. var a = indexArray[ y$1 ][ x$1 ];
  19578. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19579. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19580. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19581. // faces
  19582. indices.push( a, b, d );
  19583. indices.push( b, c, d );
  19584. // update group counter
  19585. groupCount += 6;
  19586. }
  19587. }
  19588. // add a group to the geometry. this will ensure multi material support
  19589. scope.addGroup( groupStart, groupCount, 0 );
  19590. // calculate new start value for groups
  19591. groupStart += groupCount;
  19592. }
  19593. function generateCap( top ) {
  19594. var centerIndexStart, centerIndexEnd;
  19595. var uv = new Vector2();
  19596. var vertex = new Vector3();
  19597. var groupCount = 0;
  19598. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19599. var sign = ( top === true ) ? 1 : - 1;
  19600. // save the index of the first center vertex
  19601. centerIndexStart = index;
  19602. // first we generate the center vertex data of the cap.
  19603. // because the geometry needs one set of uvs per face,
  19604. // we must generate a center vertex per face/segment
  19605. for ( var x = 1; x <= radialSegments; x ++ ) {
  19606. // vertex
  19607. vertices.push( 0, halfHeight * sign, 0 );
  19608. // normal
  19609. normals.push( 0, sign, 0 );
  19610. // uv
  19611. uvs.push( 0.5, 0.5 );
  19612. // increase index
  19613. index ++;
  19614. }
  19615. // save the index of the last center vertex
  19616. centerIndexEnd = index;
  19617. // now we generate the surrounding vertices, normals and uvs
  19618. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19619. var u = x$1 / radialSegments;
  19620. var theta = u * thetaLength + thetaStart;
  19621. var cosTheta = Math.cos( theta );
  19622. var sinTheta = Math.sin( theta );
  19623. // vertex
  19624. vertex.x = radius * sinTheta;
  19625. vertex.y = halfHeight * sign;
  19626. vertex.z = radius * cosTheta;
  19627. vertices.push( vertex.x, vertex.y, vertex.z );
  19628. // normal
  19629. normals.push( 0, sign, 0 );
  19630. // uv
  19631. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19632. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19633. uvs.push( uv.x, uv.y );
  19634. // increase index
  19635. index ++;
  19636. }
  19637. // generate indices
  19638. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19639. var c = centerIndexStart + x$2;
  19640. var i = centerIndexEnd + x$2;
  19641. if ( top === true ) {
  19642. // face top
  19643. indices.push( i, i + 1, c );
  19644. } else {
  19645. // face bottom
  19646. indices.push( i + 1, i, c );
  19647. }
  19648. groupCount += 3;
  19649. }
  19650. // add a group to the geometry. this will ensure multi material support
  19651. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19652. // calculate new start value for groups
  19653. groupStart += groupCount;
  19654. }
  19655. }
  19656. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19657. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19658. /**
  19659. * @author abelnation / http://github.com/abelnation
  19660. */
  19661. // ConeGeometry
  19662. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19663. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19664. this.type = 'ConeGeometry';
  19665. this.parameters = {
  19666. radius: radius,
  19667. height: height,
  19668. radialSegments: radialSegments,
  19669. heightSegments: heightSegments,
  19670. openEnded: openEnded,
  19671. thetaStart: thetaStart,
  19672. thetaLength: thetaLength
  19673. };
  19674. }
  19675. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19676. ConeGeometry.prototype.constructor = ConeGeometry;
  19677. // ConeBufferGeometry
  19678. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19679. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19680. this.type = 'ConeBufferGeometry';
  19681. this.parameters = {
  19682. radius: radius,
  19683. height: height,
  19684. radialSegments: radialSegments,
  19685. heightSegments: heightSegments,
  19686. openEnded: openEnded,
  19687. thetaStart: thetaStart,
  19688. thetaLength: thetaLength
  19689. };
  19690. }
  19691. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19692. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19693. /**
  19694. * @author benaadams / https://twitter.com/ben_a_adams
  19695. * @author Mugen87 / https://github.com/Mugen87
  19696. * @author hughes
  19697. */
  19698. // CircleGeometry
  19699. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19700. Geometry.call( this );
  19701. this.type = 'CircleGeometry';
  19702. this.parameters = {
  19703. radius: radius,
  19704. segments: segments,
  19705. thetaStart: thetaStart,
  19706. thetaLength: thetaLength
  19707. };
  19708. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19709. this.mergeVertices();
  19710. }
  19711. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19712. CircleGeometry.prototype.constructor = CircleGeometry;
  19713. // CircleBufferGeometry
  19714. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19715. BufferGeometry.call( this );
  19716. this.type = 'CircleBufferGeometry';
  19717. this.parameters = {
  19718. radius: radius,
  19719. segments: segments,
  19720. thetaStart: thetaStart,
  19721. thetaLength: thetaLength
  19722. };
  19723. radius = radius || 1;
  19724. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19725. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19726. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19727. // buffers
  19728. var indices = [];
  19729. var vertices = [];
  19730. var normals = [];
  19731. var uvs = [];
  19732. // helper variables
  19733. var vertex = new Vector3();
  19734. var uv = new Vector2();
  19735. // center point
  19736. vertices.push( 0, 0, 0 );
  19737. normals.push( 0, 0, 1 );
  19738. uvs.push( 0.5, 0.5 );
  19739. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19740. var segment = thetaStart + s / segments * thetaLength;
  19741. // vertex
  19742. vertex.x = radius * Math.cos( segment );
  19743. vertex.y = radius * Math.sin( segment );
  19744. vertices.push( vertex.x, vertex.y, vertex.z );
  19745. // normal
  19746. normals.push( 0, 0, 1 );
  19747. // uvs
  19748. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19749. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19750. uvs.push( uv.x, uv.y );
  19751. }
  19752. // indices
  19753. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19754. indices.push( i$1, i$1 + 1, 0 );
  19755. }
  19756. // build geometry
  19757. this.setIndex( indices );
  19758. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19759. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19760. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19761. }
  19762. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19763. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19764. var Geometries = /*#__PURE__*/Object.freeze({
  19765. __proto__: null,
  19766. WireframeGeometry: WireframeGeometry,
  19767. ParametricGeometry: ParametricGeometry,
  19768. ParametricBufferGeometry: ParametricBufferGeometry,
  19769. TetrahedronGeometry: TetrahedronGeometry,
  19770. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19771. OctahedronGeometry: OctahedronGeometry,
  19772. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19773. IcosahedronGeometry: IcosahedronGeometry,
  19774. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19775. DodecahedronGeometry: DodecahedronGeometry,
  19776. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19777. PolyhedronGeometry: PolyhedronGeometry,
  19778. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19779. TubeGeometry: TubeGeometry,
  19780. TubeBufferGeometry: TubeBufferGeometry,
  19781. TorusKnotGeometry: TorusKnotGeometry,
  19782. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19783. TorusGeometry: TorusGeometry,
  19784. TorusBufferGeometry: TorusBufferGeometry,
  19785. TextGeometry: TextGeometry,
  19786. TextBufferGeometry: TextBufferGeometry,
  19787. SphereGeometry: SphereGeometry,
  19788. SphereBufferGeometry: SphereBufferGeometry,
  19789. RingGeometry: RingGeometry,
  19790. RingBufferGeometry: RingBufferGeometry,
  19791. PlaneGeometry: PlaneGeometry,
  19792. PlaneBufferGeometry: PlaneBufferGeometry,
  19793. LatheGeometry: LatheGeometry,
  19794. LatheBufferGeometry: LatheBufferGeometry,
  19795. ShapeGeometry: ShapeGeometry,
  19796. ShapeBufferGeometry: ShapeBufferGeometry,
  19797. ExtrudeGeometry: ExtrudeGeometry,
  19798. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19799. EdgesGeometry: EdgesGeometry,
  19800. ConeGeometry: ConeGeometry,
  19801. ConeBufferGeometry: ConeBufferGeometry,
  19802. CylinderGeometry: CylinderGeometry,
  19803. CylinderBufferGeometry: CylinderBufferGeometry,
  19804. CircleGeometry: CircleGeometry,
  19805. CircleBufferGeometry: CircleBufferGeometry,
  19806. BoxGeometry: BoxGeometry,
  19807. BoxBufferGeometry: BoxBufferGeometry
  19808. });
  19809. /**
  19810. * @author mrdoob / http://mrdoob.com/
  19811. *
  19812. * parameters = {
  19813. * color: <THREE.Color>
  19814. * }
  19815. */
  19816. function ShadowMaterial( parameters ) {
  19817. Material.call( this );
  19818. this.type = 'ShadowMaterial';
  19819. this.color = new Color( 0x000000 );
  19820. this.transparent = true;
  19821. this.setValues( parameters );
  19822. }
  19823. ShadowMaterial.prototype = Object.create( Material.prototype );
  19824. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19825. ShadowMaterial.prototype.isShadowMaterial = true;
  19826. ShadowMaterial.prototype.copy = function ( source ) {
  19827. Material.prototype.copy.call( this, source );
  19828. this.color.copy( source.color );
  19829. return this;
  19830. };
  19831. /**
  19832. * @author mrdoob / http://mrdoob.com/
  19833. */
  19834. function RawShaderMaterial( parameters ) {
  19835. ShaderMaterial.call( this, parameters );
  19836. this.type = 'RawShaderMaterial';
  19837. }
  19838. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19839. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19840. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19841. /**
  19842. * @author WestLangley / http://github.com/WestLangley
  19843. *
  19844. * parameters = {
  19845. * color: <hex>,
  19846. * roughness: <float>,
  19847. * metalness: <float>,
  19848. * opacity: <float>,
  19849. *
  19850. * map: new THREE.Texture( <Image> ),
  19851. *
  19852. * lightMap: new THREE.Texture( <Image> ),
  19853. * lightMapIntensity: <float>
  19854. *
  19855. * aoMap: new THREE.Texture( <Image> ),
  19856. * aoMapIntensity: <float>
  19857. *
  19858. * emissive: <hex>,
  19859. * emissiveIntensity: <float>
  19860. * emissiveMap: new THREE.Texture( <Image> ),
  19861. *
  19862. * bumpMap: new THREE.Texture( <Image> ),
  19863. * bumpScale: <float>,
  19864. *
  19865. * normalMap: new THREE.Texture( <Image> ),
  19866. * normalMapType: THREE.TangentSpaceNormalMap,
  19867. * normalScale: <Vector2>,
  19868. *
  19869. * displacementMap: new THREE.Texture( <Image> ),
  19870. * displacementScale: <float>,
  19871. * displacementBias: <float>,
  19872. *
  19873. * roughnessMap: new THREE.Texture( <Image> ),
  19874. *
  19875. * metalnessMap: new THREE.Texture( <Image> ),
  19876. *
  19877. * alphaMap: new THREE.Texture( <Image> ),
  19878. *
  19879. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19880. * envMapIntensity: <float>
  19881. *
  19882. * refractionRatio: <float>,
  19883. *
  19884. * wireframe: <boolean>,
  19885. * wireframeLinewidth: <float>,
  19886. *
  19887. * skinning: <bool>,
  19888. * morphTargets: <bool>,
  19889. * morphNormals: <bool>
  19890. * }
  19891. */
  19892. function MeshStandardMaterial( parameters ) {
  19893. Material.call( this );
  19894. this.defines = { 'STANDARD': '' };
  19895. this.type = 'MeshStandardMaterial';
  19896. this.color = new Color( 0xffffff ); // diffuse
  19897. this.roughness = 1.0;
  19898. this.metalness = 0.0;
  19899. this.map = null;
  19900. this.lightMap = null;
  19901. this.lightMapIntensity = 1.0;
  19902. this.aoMap = null;
  19903. this.aoMapIntensity = 1.0;
  19904. this.emissive = new Color( 0x000000 );
  19905. this.emissiveIntensity = 1.0;
  19906. this.emissiveMap = null;
  19907. this.bumpMap = null;
  19908. this.bumpScale = 1;
  19909. this.normalMap = null;
  19910. this.normalMapType = TangentSpaceNormalMap;
  19911. this.normalScale = new Vector2( 1, 1 );
  19912. this.displacementMap = null;
  19913. this.displacementScale = 1;
  19914. this.displacementBias = 0;
  19915. this.roughnessMap = null;
  19916. this.metalnessMap = null;
  19917. this.alphaMap = null;
  19918. this.envMap = null;
  19919. this.envMapIntensity = 1.0;
  19920. this.refractionRatio = 0.98;
  19921. this.wireframe = false;
  19922. this.wireframeLinewidth = 1;
  19923. this.wireframeLinecap = 'round';
  19924. this.wireframeLinejoin = 'round';
  19925. this.skinning = false;
  19926. this.morphTargets = false;
  19927. this.morphNormals = false;
  19928. this.vertexTangents = false;
  19929. this.setValues( parameters );
  19930. }
  19931. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19932. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19933. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19934. MeshStandardMaterial.prototype.copy = function ( source ) {
  19935. Material.prototype.copy.call( this, source );
  19936. this.defines = { 'STANDARD': '' };
  19937. this.color.copy( source.color );
  19938. this.roughness = source.roughness;
  19939. this.metalness = source.metalness;
  19940. this.map = source.map;
  19941. this.lightMap = source.lightMap;
  19942. this.lightMapIntensity = source.lightMapIntensity;
  19943. this.aoMap = source.aoMap;
  19944. this.aoMapIntensity = source.aoMapIntensity;
  19945. this.emissive.copy( source.emissive );
  19946. this.emissiveMap = source.emissiveMap;
  19947. this.emissiveIntensity = source.emissiveIntensity;
  19948. this.bumpMap = source.bumpMap;
  19949. this.bumpScale = source.bumpScale;
  19950. this.normalMap = source.normalMap;
  19951. this.normalMapType = source.normalMapType;
  19952. this.normalScale.copy( source.normalScale );
  19953. this.displacementMap = source.displacementMap;
  19954. this.displacementScale = source.displacementScale;
  19955. this.displacementBias = source.displacementBias;
  19956. this.roughnessMap = source.roughnessMap;
  19957. this.metalnessMap = source.metalnessMap;
  19958. this.alphaMap = source.alphaMap;
  19959. this.envMap = source.envMap;
  19960. this.envMapIntensity = source.envMapIntensity;
  19961. this.refractionRatio = source.refractionRatio;
  19962. this.wireframe = source.wireframe;
  19963. this.wireframeLinewidth = source.wireframeLinewidth;
  19964. this.wireframeLinecap = source.wireframeLinecap;
  19965. this.wireframeLinejoin = source.wireframeLinejoin;
  19966. this.skinning = source.skinning;
  19967. this.morphTargets = source.morphTargets;
  19968. this.morphNormals = source.morphNormals;
  19969. this.vertexTangents = source.vertexTangents;
  19970. return this;
  19971. };
  19972. /**
  19973. * @author WestLangley / http://github.com/WestLangley
  19974. *
  19975. * parameters = {
  19976. * clearcoat: <float>,
  19977. * clearcoatMap: new THREE.Texture( <Image> ),
  19978. * clearcoatRoughness: <float>,
  19979. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19980. * clearcoatNormalScale: <Vector2>,
  19981. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19982. *
  19983. * reflectivity: <float>,
  19984. *
  19985. * sheen: <Color>,
  19986. *
  19987. * transparency: <float>
  19988. * }
  19989. */
  19990. function MeshPhysicalMaterial( parameters ) {
  19991. MeshStandardMaterial.call( this );
  19992. this.defines = {
  19993. 'STANDARD': '',
  19994. 'PHYSICAL': ''
  19995. };
  19996. this.type = 'MeshPhysicalMaterial';
  19997. this.clearcoat = 0.0;
  19998. this.clearcoatMap = null;
  19999. this.clearcoatRoughness = 0.0;
  20000. this.clearcoatRoughnessMap = null;
  20001. this.clearcoatNormalScale = new Vector2( 1, 1 );
  20002. this.clearcoatNormalMap = null;
  20003. this.reflectivity = 0.5; // maps to F0 = 0.04
  20004. this.sheen = null; // null will disable sheen bsdf
  20005. this.transparency = 0.0;
  20006. this.setValues( parameters );
  20007. }
  20008. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  20009. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20010. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20011. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  20012. MeshStandardMaterial.prototype.copy.call( this, source );
  20013. this.defines = {
  20014. 'STANDARD': '',
  20015. 'PHYSICAL': ''
  20016. };
  20017. this.clearcoat = source.clearcoat;
  20018. this.clearcoatMap = source.clearcoatMap;
  20019. this.clearcoatRoughness = source.clearcoatRoughness;
  20020. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20021. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20022. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  20023. this.reflectivity = source.reflectivity;
  20024. if ( source.sheen ) {
  20025. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  20026. } else {
  20027. this.sheen = null;
  20028. }
  20029. this.transparency = source.transparency;
  20030. return this;
  20031. };
  20032. /**
  20033. * @author mrdoob / http://mrdoob.com/
  20034. * @author alteredq / http://alteredqualia.com/
  20035. *
  20036. * parameters = {
  20037. * color: <hex>,
  20038. * specular: <hex>,
  20039. * shininess: <float>,
  20040. * opacity: <float>,
  20041. *
  20042. * map: new THREE.Texture( <Image> ),
  20043. *
  20044. * lightMap: new THREE.Texture( <Image> ),
  20045. * lightMapIntensity: <float>
  20046. *
  20047. * aoMap: new THREE.Texture( <Image> ),
  20048. * aoMapIntensity: <float>
  20049. *
  20050. * emissive: <hex>,
  20051. * emissiveIntensity: <float>
  20052. * emissiveMap: new THREE.Texture( <Image> ),
  20053. *
  20054. * bumpMap: new THREE.Texture( <Image> ),
  20055. * bumpScale: <float>,
  20056. *
  20057. * normalMap: new THREE.Texture( <Image> ),
  20058. * normalMapType: THREE.TangentSpaceNormalMap,
  20059. * normalScale: <Vector2>,
  20060. *
  20061. * displacementMap: new THREE.Texture( <Image> ),
  20062. * displacementScale: <float>,
  20063. * displacementBias: <float>,
  20064. *
  20065. * specularMap: new THREE.Texture( <Image> ),
  20066. *
  20067. * alphaMap: new THREE.Texture( <Image> ),
  20068. *
  20069. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20070. * combine: THREE.MultiplyOperation,
  20071. * reflectivity: <float>,
  20072. * refractionRatio: <float>,
  20073. *
  20074. * wireframe: <boolean>,
  20075. * wireframeLinewidth: <float>,
  20076. *
  20077. * skinning: <bool>,
  20078. * morphTargets: <bool>,
  20079. * morphNormals: <bool>
  20080. * }
  20081. */
  20082. function MeshPhongMaterial( parameters ) {
  20083. Material.call( this );
  20084. this.type = 'MeshPhongMaterial';
  20085. this.color = new Color( 0xffffff ); // diffuse
  20086. this.specular = new Color( 0x111111 );
  20087. this.shininess = 30;
  20088. this.map = null;
  20089. this.lightMap = null;
  20090. this.lightMapIntensity = 1.0;
  20091. this.aoMap = null;
  20092. this.aoMapIntensity = 1.0;
  20093. this.emissive = new Color( 0x000000 );
  20094. this.emissiveIntensity = 1.0;
  20095. this.emissiveMap = null;
  20096. this.bumpMap = null;
  20097. this.bumpScale = 1;
  20098. this.normalMap = null;
  20099. this.normalMapType = TangentSpaceNormalMap;
  20100. this.normalScale = new Vector2( 1, 1 );
  20101. this.displacementMap = null;
  20102. this.displacementScale = 1;
  20103. this.displacementBias = 0;
  20104. this.specularMap = null;
  20105. this.alphaMap = null;
  20106. this.envMap = null;
  20107. this.combine = MultiplyOperation;
  20108. this.reflectivity = 1;
  20109. this.refractionRatio = 0.98;
  20110. this.wireframe = false;
  20111. this.wireframeLinewidth = 1;
  20112. this.wireframeLinecap = 'round';
  20113. this.wireframeLinejoin = 'round';
  20114. this.skinning = false;
  20115. this.morphTargets = false;
  20116. this.morphNormals = false;
  20117. this.setValues( parameters );
  20118. }
  20119. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20120. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20121. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20122. MeshPhongMaterial.prototype.copy = function ( source ) {
  20123. Material.prototype.copy.call( this, source );
  20124. this.color.copy( source.color );
  20125. this.specular.copy( source.specular );
  20126. this.shininess = source.shininess;
  20127. this.map = source.map;
  20128. this.lightMap = source.lightMap;
  20129. this.lightMapIntensity = source.lightMapIntensity;
  20130. this.aoMap = source.aoMap;
  20131. this.aoMapIntensity = source.aoMapIntensity;
  20132. this.emissive.copy( source.emissive );
  20133. this.emissiveMap = source.emissiveMap;
  20134. this.emissiveIntensity = source.emissiveIntensity;
  20135. this.bumpMap = source.bumpMap;
  20136. this.bumpScale = source.bumpScale;
  20137. this.normalMap = source.normalMap;
  20138. this.normalMapType = source.normalMapType;
  20139. this.normalScale.copy( source.normalScale );
  20140. this.displacementMap = source.displacementMap;
  20141. this.displacementScale = source.displacementScale;
  20142. this.displacementBias = source.displacementBias;
  20143. this.specularMap = source.specularMap;
  20144. this.alphaMap = source.alphaMap;
  20145. this.envMap = source.envMap;
  20146. this.combine = source.combine;
  20147. this.reflectivity = source.reflectivity;
  20148. this.refractionRatio = source.refractionRatio;
  20149. this.wireframe = source.wireframe;
  20150. this.wireframeLinewidth = source.wireframeLinewidth;
  20151. this.wireframeLinecap = source.wireframeLinecap;
  20152. this.wireframeLinejoin = source.wireframeLinejoin;
  20153. this.skinning = source.skinning;
  20154. this.morphTargets = source.morphTargets;
  20155. this.morphNormals = source.morphNormals;
  20156. return this;
  20157. };
  20158. /**
  20159. * @author takahirox / http://github.com/takahirox
  20160. *
  20161. * parameters = {
  20162. * color: <hex>,
  20163. * specular: <hex>,
  20164. * shininess: <float>,
  20165. *
  20166. * map: new THREE.Texture( <Image> ),
  20167. * gradientMap: new THREE.Texture( <Image> ),
  20168. *
  20169. * lightMap: new THREE.Texture( <Image> ),
  20170. * lightMapIntensity: <float>
  20171. *
  20172. * aoMap: new THREE.Texture( <Image> ),
  20173. * aoMapIntensity: <float>
  20174. *
  20175. * emissive: <hex>,
  20176. * emissiveIntensity: <float>
  20177. * emissiveMap: new THREE.Texture( <Image> ),
  20178. *
  20179. * bumpMap: new THREE.Texture( <Image> ),
  20180. * bumpScale: <float>,
  20181. *
  20182. * normalMap: new THREE.Texture( <Image> ),
  20183. * normalMapType: THREE.TangentSpaceNormalMap,
  20184. * normalScale: <Vector2>,
  20185. *
  20186. * displacementMap: new THREE.Texture( <Image> ),
  20187. * displacementScale: <float>,
  20188. * displacementBias: <float>,
  20189. *
  20190. * specularMap: new THREE.Texture( <Image> ),
  20191. *
  20192. * alphaMap: new THREE.Texture( <Image> ),
  20193. *
  20194. * wireframe: <boolean>,
  20195. * wireframeLinewidth: <float>,
  20196. *
  20197. * skinning: <bool>,
  20198. * morphTargets: <bool>,
  20199. * morphNormals: <bool>
  20200. * }
  20201. */
  20202. function MeshToonMaterial( parameters ) {
  20203. Material.call( this );
  20204. this.defines = { 'TOON': '' };
  20205. this.type = 'MeshToonMaterial';
  20206. this.color = new Color( 0xffffff );
  20207. this.specular = new Color( 0x111111 );
  20208. this.shininess = 30;
  20209. this.map = null;
  20210. this.gradientMap = null;
  20211. this.lightMap = null;
  20212. this.lightMapIntensity = 1.0;
  20213. this.aoMap = null;
  20214. this.aoMapIntensity = 1.0;
  20215. this.emissive = new Color( 0x000000 );
  20216. this.emissiveIntensity = 1.0;
  20217. this.emissiveMap = null;
  20218. this.bumpMap = null;
  20219. this.bumpScale = 1;
  20220. this.normalMap = null;
  20221. this.normalMapType = TangentSpaceNormalMap;
  20222. this.normalScale = new Vector2( 1, 1 );
  20223. this.displacementMap = null;
  20224. this.displacementScale = 1;
  20225. this.displacementBias = 0;
  20226. this.specularMap = null;
  20227. this.alphaMap = null;
  20228. this.wireframe = false;
  20229. this.wireframeLinewidth = 1;
  20230. this.wireframeLinecap = 'round';
  20231. this.wireframeLinejoin = 'round';
  20232. this.skinning = false;
  20233. this.morphTargets = false;
  20234. this.morphNormals = false;
  20235. this.setValues( parameters );
  20236. }
  20237. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20238. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20239. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20240. MeshToonMaterial.prototype.copy = function ( source ) {
  20241. Material.prototype.copy.call( this, source );
  20242. this.color.copy( source.color );
  20243. this.specular.copy( source.specular );
  20244. this.shininess = source.shininess;
  20245. this.map = source.map;
  20246. this.gradientMap = source.gradientMap;
  20247. this.lightMap = source.lightMap;
  20248. this.lightMapIntensity = source.lightMapIntensity;
  20249. this.aoMap = source.aoMap;
  20250. this.aoMapIntensity = source.aoMapIntensity;
  20251. this.emissive.copy( source.emissive );
  20252. this.emissiveMap = source.emissiveMap;
  20253. this.emissiveIntensity = source.emissiveIntensity;
  20254. this.bumpMap = source.bumpMap;
  20255. this.bumpScale = source.bumpScale;
  20256. this.normalMap = source.normalMap;
  20257. this.normalMapType = source.normalMapType;
  20258. this.normalScale.copy( source.normalScale );
  20259. this.displacementMap = source.displacementMap;
  20260. this.displacementScale = source.displacementScale;
  20261. this.displacementBias = source.displacementBias;
  20262. this.specularMap = source.specularMap;
  20263. this.alphaMap = source.alphaMap;
  20264. this.wireframe = source.wireframe;
  20265. this.wireframeLinewidth = source.wireframeLinewidth;
  20266. this.wireframeLinecap = source.wireframeLinecap;
  20267. this.wireframeLinejoin = source.wireframeLinejoin;
  20268. this.skinning = source.skinning;
  20269. this.morphTargets = source.morphTargets;
  20270. this.morphNormals = source.morphNormals;
  20271. return this;
  20272. };
  20273. /**
  20274. * @author mrdoob / http://mrdoob.com/
  20275. * @author WestLangley / http://github.com/WestLangley
  20276. *
  20277. * parameters = {
  20278. * opacity: <float>,
  20279. *
  20280. * bumpMap: new THREE.Texture( <Image> ),
  20281. * bumpScale: <float>,
  20282. *
  20283. * normalMap: new THREE.Texture( <Image> ),
  20284. * normalMapType: THREE.TangentSpaceNormalMap,
  20285. * normalScale: <Vector2>,
  20286. *
  20287. * displacementMap: new THREE.Texture( <Image> ),
  20288. * displacementScale: <float>,
  20289. * displacementBias: <float>,
  20290. *
  20291. * wireframe: <boolean>,
  20292. * wireframeLinewidth: <float>
  20293. *
  20294. * skinning: <bool>,
  20295. * morphTargets: <bool>,
  20296. * morphNormals: <bool>
  20297. * }
  20298. */
  20299. function MeshNormalMaterial( parameters ) {
  20300. Material.call( this );
  20301. this.type = 'MeshNormalMaterial';
  20302. this.bumpMap = null;
  20303. this.bumpScale = 1;
  20304. this.normalMap = null;
  20305. this.normalMapType = TangentSpaceNormalMap;
  20306. this.normalScale = new Vector2( 1, 1 );
  20307. this.displacementMap = null;
  20308. this.displacementScale = 1;
  20309. this.displacementBias = 0;
  20310. this.wireframe = false;
  20311. this.wireframeLinewidth = 1;
  20312. this.fog = false;
  20313. this.skinning = false;
  20314. this.morphTargets = false;
  20315. this.morphNormals = false;
  20316. this.setValues( parameters );
  20317. }
  20318. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20319. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20320. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20321. MeshNormalMaterial.prototype.copy = function ( source ) {
  20322. Material.prototype.copy.call( this, source );
  20323. this.bumpMap = source.bumpMap;
  20324. this.bumpScale = source.bumpScale;
  20325. this.normalMap = source.normalMap;
  20326. this.normalMapType = source.normalMapType;
  20327. this.normalScale.copy( source.normalScale );
  20328. this.displacementMap = source.displacementMap;
  20329. this.displacementScale = source.displacementScale;
  20330. this.displacementBias = source.displacementBias;
  20331. this.wireframe = source.wireframe;
  20332. this.wireframeLinewidth = source.wireframeLinewidth;
  20333. this.skinning = source.skinning;
  20334. this.morphTargets = source.morphTargets;
  20335. this.morphNormals = source.morphNormals;
  20336. return this;
  20337. };
  20338. /**
  20339. * @author mrdoob / http://mrdoob.com/
  20340. * @author alteredq / http://alteredqualia.com/
  20341. *
  20342. * parameters = {
  20343. * color: <hex>,
  20344. * opacity: <float>,
  20345. *
  20346. * map: new THREE.Texture( <Image> ),
  20347. *
  20348. * lightMap: new THREE.Texture( <Image> ),
  20349. * lightMapIntensity: <float>
  20350. *
  20351. * aoMap: new THREE.Texture( <Image> ),
  20352. * aoMapIntensity: <float>
  20353. *
  20354. * emissive: <hex>,
  20355. * emissiveIntensity: <float>
  20356. * emissiveMap: new THREE.Texture( <Image> ),
  20357. *
  20358. * specularMap: new THREE.Texture( <Image> ),
  20359. *
  20360. * alphaMap: new THREE.Texture( <Image> ),
  20361. *
  20362. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20363. * combine: THREE.Multiply,
  20364. * reflectivity: <float>,
  20365. * refractionRatio: <float>,
  20366. *
  20367. * wireframe: <boolean>,
  20368. * wireframeLinewidth: <float>,
  20369. *
  20370. * skinning: <bool>,
  20371. * morphTargets: <bool>,
  20372. * morphNormals: <bool>
  20373. * }
  20374. */
  20375. function MeshLambertMaterial( parameters ) {
  20376. Material.call( this );
  20377. this.type = 'MeshLambertMaterial';
  20378. this.color = new Color( 0xffffff ); // diffuse
  20379. this.map = null;
  20380. this.lightMap = null;
  20381. this.lightMapIntensity = 1.0;
  20382. this.aoMap = null;
  20383. this.aoMapIntensity = 1.0;
  20384. this.emissive = new Color( 0x000000 );
  20385. this.emissiveIntensity = 1.0;
  20386. this.emissiveMap = null;
  20387. this.specularMap = null;
  20388. this.alphaMap = null;
  20389. this.envMap = null;
  20390. this.combine = MultiplyOperation;
  20391. this.reflectivity = 1;
  20392. this.refractionRatio = 0.98;
  20393. this.wireframe = false;
  20394. this.wireframeLinewidth = 1;
  20395. this.wireframeLinecap = 'round';
  20396. this.wireframeLinejoin = 'round';
  20397. this.skinning = false;
  20398. this.morphTargets = false;
  20399. this.morphNormals = false;
  20400. this.setValues( parameters );
  20401. }
  20402. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20403. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20404. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20405. MeshLambertMaterial.prototype.copy = function ( source ) {
  20406. Material.prototype.copy.call( this, source );
  20407. this.color.copy( source.color );
  20408. this.map = source.map;
  20409. this.lightMap = source.lightMap;
  20410. this.lightMapIntensity = source.lightMapIntensity;
  20411. this.aoMap = source.aoMap;
  20412. this.aoMapIntensity = source.aoMapIntensity;
  20413. this.emissive.copy( source.emissive );
  20414. this.emissiveMap = source.emissiveMap;
  20415. this.emissiveIntensity = source.emissiveIntensity;
  20416. this.specularMap = source.specularMap;
  20417. this.alphaMap = source.alphaMap;
  20418. this.envMap = source.envMap;
  20419. this.combine = source.combine;
  20420. this.reflectivity = source.reflectivity;
  20421. this.refractionRatio = source.refractionRatio;
  20422. this.wireframe = source.wireframe;
  20423. this.wireframeLinewidth = source.wireframeLinewidth;
  20424. this.wireframeLinecap = source.wireframeLinecap;
  20425. this.wireframeLinejoin = source.wireframeLinejoin;
  20426. this.skinning = source.skinning;
  20427. this.morphTargets = source.morphTargets;
  20428. this.morphNormals = source.morphNormals;
  20429. return this;
  20430. };
  20431. /**
  20432. * @author WestLangley / http://github.com/WestLangley
  20433. *
  20434. * parameters = {
  20435. * color: <hex>,
  20436. * opacity: <float>,
  20437. *
  20438. * matcap: new THREE.Texture( <Image> ),
  20439. *
  20440. * map: new THREE.Texture( <Image> ),
  20441. *
  20442. * bumpMap: new THREE.Texture( <Image> ),
  20443. * bumpScale: <float>,
  20444. *
  20445. * normalMap: new THREE.Texture( <Image> ),
  20446. * normalMapType: THREE.TangentSpaceNormalMap,
  20447. * normalScale: <Vector2>,
  20448. *
  20449. * displacementMap: new THREE.Texture( <Image> ),
  20450. * displacementScale: <float>,
  20451. * displacementBias: <float>,
  20452. *
  20453. * alphaMap: new THREE.Texture( <Image> ),
  20454. *
  20455. * skinning: <bool>,
  20456. * morphTargets: <bool>,
  20457. * morphNormals: <bool>
  20458. * }
  20459. */
  20460. function MeshMatcapMaterial( parameters ) {
  20461. Material.call( this );
  20462. this.defines = { 'MATCAP': '' };
  20463. this.type = 'MeshMatcapMaterial';
  20464. this.color = new Color( 0xffffff ); // diffuse
  20465. this.matcap = null;
  20466. this.map = null;
  20467. this.bumpMap = null;
  20468. this.bumpScale = 1;
  20469. this.normalMap = null;
  20470. this.normalMapType = TangentSpaceNormalMap;
  20471. this.normalScale = new Vector2( 1, 1 );
  20472. this.displacementMap = null;
  20473. this.displacementScale = 1;
  20474. this.displacementBias = 0;
  20475. this.alphaMap = null;
  20476. this.skinning = false;
  20477. this.morphTargets = false;
  20478. this.morphNormals = false;
  20479. this.setValues( parameters );
  20480. }
  20481. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20482. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20483. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20484. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20485. Material.prototype.copy.call( this, source );
  20486. this.defines = { 'MATCAP': '' };
  20487. this.color.copy( source.color );
  20488. this.matcap = source.matcap;
  20489. this.map = source.map;
  20490. this.bumpMap = source.bumpMap;
  20491. this.bumpScale = source.bumpScale;
  20492. this.normalMap = source.normalMap;
  20493. this.normalMapType = source.normalMapType;
  20494. this.normalScale.copy( source.normalScale );
  20495. this.displacementMap = source.displacementMap;
  20496. this.displacementScale = source.displacementScale;
  20497. this.displacementBias = source.displacementBias;
  20498. this.alphaMap = source.alphaMap;
  20499. this.skinning = source.skinning;
  20500. this.morphTargets = source.morphTargets;
  20501. this.morphNormals = source.morphNormals;
  20502. return this;
  20503. };
  20504. /**
  20505. * @author alteredq / http://alteredqualia.com/
  20506. *
  20507. * parameters = {
  20508. * color: <hex>,
  20509. * opacity: <float>,
  20510. *
  20511. * linewidth: <float>,
  20512. *
  20513. * scale: <float>,
  20514. * dashSize: <float>,
  20515. * gapSize: <float>
  20516. * }
  20517. */
  20518. function LineDashedMaterial( parameters ) {
  20519. LineBasicMaterial.call( this );
  20520. this.type = 'LineDashedMaterial';
  20521. this.scale = 1;
  20522. this.dashSize = 3;
  20523. this.gapSize = 1;
  20524. this.setValues( parameters );
  20525. }
  20526. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20527. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20528. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20529. LineDashedMaterial.prototype.copy = function ( source ) {
  20530. LineBasicMaterial.prototype.copy.call( this, source );
  20531. this.scale = source.scale;
  20532. this.dashSize = source.dashSize;
  20533. this.gapSize = source.gapSize;
  20534. return this;
  20535. };
  20536. var Materials = /*#__PURE__*/Object.freeze({
  20537. __proto__: null,
  20538. ShadowMaterial: ShadowMaterial,
  20539. SpriteMaterial: SpriteMaterial,
  20540. RawShaderMaterial: RawShaderMaterial,
  20541. ShaderMaterial: ShaderMaterial,
  20542. PointsMaterial: PointsMaterial,
  20543. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20544. MeshStandardMaterial: MeshStandardMaterial,
  20545. MeshPhongMaterial: MeshPhongMaterial,
  20546. MeshToonMaterial: MeshToonMaterial,
  20547. MeshNormalMaterial: MeshNormalMaterial,
  20548. MeshLambertMaterial: MeshLambertMaterial,
  20549. MeshDepthMaterial: MeshDepthMaterial,
  20550. MeshDistanceMaterial: MeshDistanceMaterial,
  20551. MeshBasicMaterial: MeshBasicMaterial,
  20552. MeshMatcapMaterial: MeshMatcapMaterial,
  20553. LineDashedMaterial: LineDashedMaterial,
  20554. LineBasicMaterial: LineBasicMaterial,
  20555. Material: Material
  20556. });
  20557. /**
  20558. * @author tschw
  20559. * @author Ben Houston / http://clara.io/
  20560. * @author David Sarno / http://lighthaus.us/
  20561. */
  20562. var AnimationUtils = {
  20563. // same as Array.prototype.slice, but also works on typed arrays
  20564. arraySlice: function ( array, from, to ) {
  20565. if ( AnimationUtils.isTypedArray( array ) ) {
  20566. // in ios9 array.subarray(from, undefined) will return empty array
  20567. // but array.subarray(from) or array.subarray(from, len) is correct
  20568. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20569. }
  20570. return array.slice( from, to );
  20571. },
  20572. // converts an array to a specific type
  20573. convertArray: function ( array, type, forceClone ) {
  20574. if ( ! array || // let 'undefined' and 'null' pass
  20575. ! forceClone && array.constructor === type ) { return array; }
  20576. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20577. return new type( array ); // create typed array
  20578. }
  20579. return Array.prototype.slice.call( array ); // create Array
  20580. },
  20581. isTypedArray: function ( object ) {
  20582. return ArrayBuffer.isView( object ) &&
  20583. ! ( object instanceof DataView );
  20584. },
  20585. // returns an array by which times and values can be sorted
  20586. getKeyframeOrder: function ( times ) {
  20587. function compareTime( i, j ) {
  20588. return times[ i ] - times[ j ];
  20589. }
  20590. var n = times.length;
  20591. var result = new Array( n );
  20592. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20593. result.sort( compareTime );
  20594. return result;
  20595. },
  20596. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20597. sortedArray: function ( values, stride, order ) {
  20598. var nValues = values.length;
  20599. var result = new values.constructor( nValues );
  20600. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20601. var srcOffset = order[ i ] * stride;
  20602. for ( var j = 0; j !== stride; ++ j ) {
  20603. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20604. }
  20605. }
  20606. return result;
  20607. },
  20608. // function for parsing AOS keyframe formats
  20609. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20610. var i = 1, key = jsonKeys[ 0 ];
  20611. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20612. key = jsonKeys[ i ++ ];
  20613. }
  20614. if ( key === undefined ) { return; } // no data
  20615. var value = key[ valuePropertyName ];
  20616. if ( value === undefined ) { return; } // no data
  20617. if ( Array.isArray( value ) ) {
  20618. do {
  20619. value = key[ valuePropertyName ];
  20620. if ( value !== undefined ) {
  20621. times.push( key.time );
  20622. values.push.apply( values, value ); // push all elements
  20623. }
  20624. key = jsonKeys[ i ++ ];
  20625. } while ( key !== undefined );
  20626. } else if ( value.toArray !== undefined ) {
  20627. // ...assume THREE.Math-ish
  20628. do {
  20629. value = key[ valuePropertyName ];
  20630. if ( value !== undefined ) {
  20631. times.push( key.time );
  20632. value.toArray( values, values.length );
  20633. }
  20634. key = jsonKeys[ i ++ ];
  20635. } while ( key !== undefined );
  20636. } else {
  20637. // otherwise push as-is
  20638. do {
  20639. value = key[ valuePropertyName ];
  20640. if ( value !== undefined ) {
  20641. times.push( key.time );
  20642. values.push( value );
  20643. }
  20644. key = jsonKeys[ i ++ ];
  20645. } while ( key !== undefined );
  20646. }
  20647. },
  20648. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20649. fps = fps || 30;
  20650. var clip = sourceClip.clone();
  20651. clip.name = name;
  20652. var tracks = [];
  20653. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20654. var track = clip.tracks[ i ];
  20655. var valueSize = track.getValueSize();
  20656. var times = [];
  20657. var values = [];
  20658. for ( var j = 0; j < track.times.length; ++ j ) {
  20659. var frame = track.times[ j ] * fps;
  20660. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20661. times.push( track.times[ j ] );
  20662. for ( var k = 0; k < valueSize; ++ k ) {
  20663. values.push( track.values[ j * valueSize + k ] );
  20664. }
  20665. }
  20666. if ( times.length === 0 ) { continue; }
  20667. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20668. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20669. tracks.push( track );
  20670. }
  20671. clip.tracks = tracks;
  20672. // find minimum .times value across all tracks in the trimmed clip
  20673. var minStartTime = Infinity;
  20674. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20675. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20676. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20677. }
  20678. }
  20679. // shift all tracks such that clip begins at t=0
  20680. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20681. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20682. }
  20683. clip.resetDuration();
  20684. return clip;
  20685. },
  20686. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20687. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20688. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20689. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20690. var numTracks = targetClip.tracks.length;
  20691. var referenceTime = referenceFrame / fps;
  20692. // Make each track's values relative to the values at the reference frame
  20693. var loop = function ( i ) {
  20694. var referenceTrack = referenceClip.tracks[ i ];
  20695. var referenceTrackType = referenceTrack.ValueTypeName;
  20696. // Skip this track if it's non-numeric
  20697. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20698. // Find the track in the target clip whose name and type matches the reference track
  20699. var targetTrack = targetClip.tracks.find( function ( track ) {
  20700. return track.name === referenceTrack.name
  20701. && track.ValueTypeName === referenceTrackType;
  20702. } );
  20703. if ( targetTrack === undefined ) { return; }
  20704. var valueSize = referenceTrack.getValueSize();
  20705. var lastIndex = referenceTrack.times.length - 1;
  20706. var referenceValue = (void 0);
  20707. // Find the value to subtract out of the track
  20708. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20709. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20710. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20711. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20712. // Reference frame is after the last keyframe, so just use the last keyframe
  20713. var startIndex = lastIndex * valueSize;
  20714. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20715. } else {
  20716. // Interpolate to the reference value
  20717. var interpolant = referenceTrack.createInterpolant();
  20718. interpolant.evaluate( referenceTime );
  20719. referenceValue = interpolant.resultBuffer;
  20720. }
  20721. // Conjugate the quaternion
  20722. if ( referenceTrackType === 'quaternion' ) {
  20723. var referenceQuat = new Quaternion(
  20724. referenceValue[ 0 ],
  20725. referenceValue[ 1 ],
  20726. referenceValue[ 2 ],
  20727. referenceValue[ 3 ]
  20728. ).normalize().conjugate();
  20729. referenceQuat.toArray( referenceValue );
  20730. }
  20731. // Subtract the reference value from all of the track values
  20732. var numTimes = targetTrack.times.length;
  20733. for ( var j = 0; j < numTimes; ++ j ) {
  20734. var valueStart = j * valueSize;
  20735. if ( referenceTrackType === 'quaternion' ) {
  20736. // Multiply the conjugate for quaternion track types
  20737. Quaternion.multiplyQuaternionsFlat(
  20738. targetTrack.values,
  20739. valueStart,
  20740. referenceValue,
  20741. 0,
  20742. targetTrack.values,
  20743. valueStart
  20744. );
  20745. } else {
  20746. // Subtract each value for all other numeric track types
  20747. for ( var k = 0; k < valueSize; ++ k ) {
  20748. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20749. }
  20750. }
  20751. }
  20752. };
  20753. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20754. targetClip.blendMode = AdditiveAnimationBlendMode;
  20755. return targetClip;
  20756. }
  20757. };
  20758. /**
  20759. * Abstract base class of interpolants over parametric samples.
  20760. *
  20761. * The parameter domain is one dimensional, typically the time or a path
  20762. * along a curve defined by the data.
  20763. *
  20764. * The sample values can have any dimensionality and derived classes may
  20765. * apply special interpretations to the data.
  20766. *
  20767. * This class provides the interval seek in a Template Method, deferring
  20768. * the actual interpolation to derived classes.
  20769. *
  20770. * Time complexity is O(1) for linear access crossing at most two points
  20771. * and O(log N) for random access, where N is the number of positions.
  20772. *
  20773. * References:
  20774. *
  20775. * http://www.oodesign.com/template-method-pattern.html
  20776. *
  20777. * @author tschw
  20778. */
  20779. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20780. this.parameterPositions = parameterPositions;
  20781. this._cachedIndex = 0;
  20782. this.resultBuffer = resultBuffer !== undefined ?
  20783. resultBuffer : new sampleValues.constructor( sampleSize );
  20784. this.sampleValues = sampleValues;
  20785. this.valueSize = sampleSize;
  20786. }
  20787. Object.assign( Interpolant.prototype, {
  20788. evaluate: function ( t ) {
  20789. var pp = this.parameterPositions,
  20790. i1 = this._cachedIndex,
  20791. t1 = pp[ i1 ],
  20792. t0 = pp[ i1 - 1 ];
  20793. validate_interval: {
  20794. seek: {
  20795. var right;
  20796. linear_scan: {
  20797. //- See http://jsperf.com/comparison-to-undefined/3
  20798. //- slower code:
  20799. //-
  20800. //- if ( t >= t1 || t1 === undefined ) {
  20801. forward_scan: if ( ! ( t < t1 ) ) {
  20802. for ( var giveUpAt = i1 + 2; ; ) {
  20803. if ( t1 === undefined ) {
  20804. if ( t < t0 ) { break forward_scan; }
  20805. // after end
  20806. i1 = pp.length;
  20807. this._cachedIndex = i1;
  20808. return this.afterEnd_( i1 - 1, t, t0 );
  20809. }
  20810. if ( i1 === giveUpAt ) { break; } // this loop
  20811. t0 = t1;
  20812. t1 = pp[ ++ i1 ];
  20813. if ( t < t1 ) {
  20814. // we have arrived at the sought interval
  20815. break seek;
  20816. }
  20817. }
  20818. // prepare binary search on the right side of the index
  20819. right = pp.length;
  20820. break linear_scan;
  20821. }
  20822. //- slower code:
  20823. //- if ( t < t0 || t0 === undefined ) {
  20824. if ( ! ( t >= t0 ) ) {
  20825. // looping?
  20826. var t1global = pp[ 1 ];
  20827. if ( t < t1global ) {
  20828. i1 = 2; // + 1, using the scan for the details
  20829. t0 = t1global;
  20830. }
  20831. // linear reverse scan
  20832. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20833. if ( t0 === undefined ) {
  20834. // before start
  20835. this._cachedIndex = 0;
  20836. return this.beforeStart_( 0, t, t1 );
  20837. }
  20838. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20839. t1 = t0;
  20840. t0 = pp[ -- i1 - 1 ];
  20841. if ( t >= t0 ) {
  20842. // we have arrived at the sought interval
  20843. break seek;
  20844. }
  20845. }
  20846. // prepare binary search on the left side of the index
  20847. right = i1;
  20848. i1 = 0;
  20849. break linear_scan;
  20850. }
  20851. // the interval is valid
  20852. break validate_interval;
  20853. } // linear scan
  20854. // binary search
  20855. while ( i1 < right ) {
  20856. var mid = ( i1 + right ) >>> 1;
  20857. if ( t < pp[ mid ] ) {
  20858. right = mid;
  20859. } else {
  20860. i1 = mid + 1;
  20861. }
  20862. }
  20863. t1 = pp[ i1 ];
  20864. t0 = pp[ i1 - 1 ];
  20865. // check boundary cases, again
  20866. if ( t0 === undefined ) {
  20867. this._cachedIndex = 0;
  20868. return this.beforeStart_( 0, t, t1 );
  20869. }
  20870. if ( t1 === undefined ) {
  20871. i1 = pp.length;
  20872. this._cachedIndex = i1;
  20873. return this.afterEnd_( i1 - 1, t0, t );
  20874. }
  20875. } // seek
  20876. this._cachedIndex = i1;
  20877. this.intervalChanged_( i1, t0, t1 );
  20878. } // validate_interval
  20879. return this.interpolate_( i1, t0, t, t1 );
  20880. },
  20881. settings: null, // optional, subclass-specific settings structure
  20882. // Note: The indirection allows central control of many interpolants.
  20883. // --- Protected interface
  20884. DefaultSettings_: {},
  20885. getSettings_: function () {
  20886. return this.settings || this.DefaultSettings_;
  20887. },
  20888. copySampleValue_: function ( index ) {
  20889. // copies a sample value to the result buffer
  20890. var result = this.resultBuffer,
  20891. values = this.sampleValues,
  20892. stride = this.valueSize,
  20893. offset = index * stride;
  20894. for ( var i = 0; i !== stride; ++ i ) {
  20895. result[ i ] = values[ offset + i ];
  20896. }
  20897. return result;
  20898. },
  20899. // Template methods for derived classes:
  20900. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20901. throw new Error( 'call to abstract method' );
  20902. // implementations shall return this.resultBuffer
  20903. },
  20904. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20905. // empty
  20906. }
  20907. } );
  20908. // DECLARE ALIAS AFTER assign prototype
  20909. Object.assign( Interpolant.prototype, {
  20910. //( 0, t, t0 ), returns this.resultBuffer
  20911. beforeStart_: Interpolant.prototype.copySampleValue_,
  20912. //( N-1, tN-1, t ), returns this.resultBuffer
  20913. afterEnd_: Interpolant.prototype.copySampleValue_,
  20914. } );
  20915. /**
  20916. * Fast and simple cubic spline interpolant.
  20917. *
  20918. * It was derived from a Hermitian construction setting the first derivative
  20919. * at each sample position to the linear slope between neighboring positions
  20920. * over their parameter interval.
  20921. *
  20922. * @author tschw
  20923. */
  20924. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20925. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20926. this._weightPrev = - 0;
  20927. this._offsetPrev = - 0;
  20928. this._weightNext = - 0;
  20929. this._offsetNext = - 0;
  20930. }
  20931. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20932. constructor: CubicInterpolant,
  20933. DefaultSettings_: {
  20934. endingStart: ZeroCurvatureEnding,
  20935. endingEnd: ZeroCurvatureEnding
  20936. },
  20937. intervalChanged_: function ( i1, t0, t1 ) {
  20938. var pp = this.parameterPositions,
  20939. iPrev = i1 - 2,
  20940. iNext = i1 + 1,
  20941. tPrev = pp[ iPrev ],
  20942. tNext = pp[ iNext ];
  20943. if ( tPrev === undefined ) {
  20944. switch ( this.getSettings_().endingStart ) {
  20945. case ZeroSlopeEnding:
  20946. // f'(t0) = 0
  20947. iPrev = i1;
  20948. tPrev = 2 * t0 - t1;
  20949. break;
  20950. case WrapAroundEnding:
  20951. // use the other end of the curve
  20952. iPrev = pp.length - 2;
  20953. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20954. break;
  20955. default: // ZeroCurvatureEnding
  20956. // f''(t0) = 0 a.k.a. Natural Spline
  20957. iPrev = i1;
  20958. tPrev = t1;
  20959. }
  20960. }
  20961. if ( tNext === undefined ) {
  20962. switch ( this.getSettings_().endingEnd ) {
  20963. case ZeroSlopeEnding:
  20964. // f'(tN) = 0
  20965. iNext = i1;
  20966. tNext = 2 * t1 - t0;
  20967. break;
  20968. case WrapAroundEnding:
  20969. // use the other end of the curve
  20970. iNext = 1;
  20971. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20972. break;
  20973. default: // ZeroCurvatureEnding
  20974. // f''(tN) = 0, a.k.a. Natural Spline
  20975. iNext = i1 - 1;
  20976. tNext = t0;
  20977. }
  20978. }
  20979. var halfDt = ( t1 - t0 ) * 0.5,
  20980. stride = this.valueSize;
  20981. this._weightPrev = halfDt / ( t0 - tPrev );
  20982. this._weightNext = halfDt / ( tNext - t1 );
  20983. this._offsetPrev = iPrev * stride;
  20984. this._offsetNext = iNext * stride;
  20985. },
  20986. interpolate_: function ( i1, t0, t, t1 ) {
  20987. var result = this.resultBuffer,
  20988. values = this.sampleValues,
  20989. stride = this.valueSize,
  20990. o1 = i1 * stride, o0 = o1 - stride,
  20991. oP = this._offsetPrev, oN = this._offsetNext,
  20992. wP = this._weightPrev, wN = this._weightNext,
  20993. p = ( t - t0 ) / ( t1 - t0 ),
  20994. pp = p * p,
  20995. ppp = pp * p;
  20996. // evaluate polynomials
  20997. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20998. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20999. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  21000. var sN = wN * ppp - wN * pp;
  21001. // combine data linearly
  21002. for ( var i = 0; i !== stride; ++ i ) {
  21003. result[ i ] =
  21004. sP * values[ oP + i ] +
  21005. s0 * values[ o0 + i ] +
  21006. s1 * values[ o1 + i ] +
  21007. sN * values[ oN + i ];
  21008. }
  21009. return result;
  21010. }
  21011. } );
  21012. /**
  21013. * @author tschw
  21014. */
  21015. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21016. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21017. }
  21018. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21019. constructor: LinearInterpolant,
  21020. interpolate_: function ( i1, t0, t, t1 ) {
  21021. var result = this.resultBuffer,
  21022. values = this.sampleValues,
  21023. stride = this.valueSize,
  21024. offset1 = i1 * stride,
  21025. offset0 = offset1 - stride,
  21026. weight1 = ( t - t0 ) / ( t1 - t0 ),
  21027. weight0 = 1 - weight1;
  21028. for ( var i = 0; i !== stride; ++ i ) {
  21029. result[ i ] =
  21030. values[ offset0 + i ] * weight0 +
  21031. values[ offset1 + i ] * weight1;
  21032. }
  21033. return result;
  21034. }
  21035. } );
  21036. /**
  21037. *
  21038. * Interpolant that evaluates to the sample value at the position preceeding
  21039. * the parameter.
  21040. *
  21041. * @author tschw
  21042. */
  21043. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21044. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21045. }
  21046. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21047. constructor: DiscreteInterpolant,
  21048. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  21049. return this.copySampleValue_( i1 - 1 );
  21050. }
  21051. } );
  21052. /**
  21053. *
  21054. * A timed sequence of keyframes for a specific property.
  21055. *
  21056. *
  21057. * @author Ben Houston / http://clara.io/
  21058. * @author David Sarno / http://lighthaus.us/
  21059. * @author tschw
  21060. */
  21061. function KeyframeTrack( name, times, values, interpolation ) {
  21062. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21063. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21064. this.name = name;
  21065. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21066. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21067. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21068. }
  21069. // Static methods
  21070. Object.assign( KeyframeTrack, {
  21071. // Serialization (in static context, because of constructor invocation
  21072. // and automatic invocation of .toJSON):
  21073. toJSON: function ( track ) {
  21074. var trackType = track.constructor;
  21075. var json;
  21076. // derived classes can define a static toJSON method
  21077. if ( trackType.toJSON !== undefined ) {
  21078. json = trackType.toJSON( track );
  21079. } else {
  21080. // by default, we assume the data can be serialized as-is
  21081. json = {
  21082. 'name': track.name,
  21083. 'times': AnimationUtils.convertArray( track.times, Array ),
  21084. 'values': AnimationUtils.convertArray( track.values, Array )
  21085. };
  21086. var interpolation = track.getInterpolation();
  21087. if ( interpolation !== track.DefaultInterpolation ) {
  21088. json.interpolation = interpolation;
  21089. }
  21090. }
  21091. json.type = track.ValueTypeName; // mandatory
  21092. return json;
  21093. }
  21094. } );
  21095. Object.assign( KeyframeTrack.prototype, {
  21096. constructor: KeyframeTrack,
  21097. TimeBufferType: Float32Array,
  21098. ValueBufferType: Float32Array,
  21099. DefaultInterpolation: InterpolateLinear,
  21100. InterpolantFactoryMethodDiscrete: function ( result ) {
  21101. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21102. },
  21103. InterpolantFactoryMethodLinear: function ( result ) {
  21104. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21105. },
  21106. InterpolantFactoryMethodSmooth: function ( result ) {
  21107. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21108. },
  21109. setInterpolation: function ( interpolation ) {
  21110. var factoryMethod;
  21111. switch ( interpolation ) {
  21112. case InterpolateDiscrete:
  21113. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21114. break;
  21115. case InterpolateLinear:
  21116. factoryMethod = this.InterpolantFactoryMethodLinear;
  21117. break;
  21118. case InterpolateSmooth:
  21119. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21120. break;
  21121. }
  21122. if ( factoryMethod === undefined ) {
  21123. var message = "unsupported interpolation for " +
  21124. this.ValueTypeName + " keyframe track named " + this.name;
  21125. if ( this.createInterpolant === undefined ) {
  21126. // fall back to default, unless the default itself is messed up
  21127. if ( interpolation !== this.DefaultInterpolation ) {
  21128. this.setInterpolation( this.DefaultInterpolation );
  21129. } else {
  21130. throw new Error( message ); // fatal, in this case
  21131. }
  21132. }
  21133. console.warn( 'THREE.KeyframeTrack:', message );
  21134. return this;
  21135. }
  21136. this.createInterpolant = factoryMethod;
  21137. return this;
  21138. },
  21139. getInterpolation: function () {
  21140. switch ( this.createInterpolant ) {
  21141. case this.InterpolantFactoryMethodDiscrete:
  21142. return InterpolateDiscrete;
  21143. case this.InterpolantFactoryMethodLinear:
  21144. return InterpolateLinear;
  21145. case this.InterpolantFactoryMethodSmooth:
  21146. return InterpolateSmooth;
  21147. }
  21148. },
  21149. getValueSize: function () {
  21150. return this.values.length / this.times.length;
  21151. },
  21152. // move all keyframes either forwards or backwards in time
  21153. shift: function ( timeOffset ) {
  21154. if ( timeOffset !== 0.0 ) {
  21155. var times = this.times;
  21156. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21157. times[ i ] += timeOffset;
  21158. }
  21159. }
  21160. return this;
  21161. },
  21162. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21163. scale: function ( timeScale ) {
  21164. if ( timeScale !== 1.0 ) {
  21165. var times = this.times;
  21166. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21167. times[ i ] *= timeScale;
  21168. }
  21169. }
  21170. return this;
  21171. },
  21172. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21173. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21174. trim: function ( startTime, endTime ) {
  21175. var times = this.times,
  21176. nKeys = times.length;
  21177. var from = 0,
  21178. to = nKeys - 1;
  21179. while ( from !== nKeys && times[ from ] < startTime ) {
  21180. ++ from;
  21181. }
  21182. while ( to !== - 1 && times[ to ] > endTime ) {
  21183. -- to;
  21184. }
  21185. ++ to; // inclusive -> exclusive bound
  21186. if ( from !== 0 || to !== nKeys ) {
  21187. // empty tracks are forbidden, so keep at least one keyframe
  21188. if ( from >= to ) {
  21189. to = Math.max( to, 1 );
  21190. from = to - 1;
  21191. }
  21192. var stride = this.getValueSize();
  21193. this.times = AnimationUtils.arraySlice( times, from, to );
  21194. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21195. }
  21196. return this;
  21197. },
  21198. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21199. validate: function () {
  21200. var valid = true;
  21201. var valueSize = this.getValueSize();
  21202. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21203. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21204. valid = false;
  21205. }
  21206. var times = this.times,
  21207. values = this.values,
  21208. nKeys = times.length;
  21209. if ( nKeys === 0 ) {
  21210. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21211. valid = false;
  21212. }
  21213. var prevTime = null;
  21214. for ( var i = 0; i !== nKeys; i ++ ) {
  21215. var currTime = times[ i ];
  21216. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21217. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21218. valid = false;
  21219. break;
  21220. }
  21221. if ( prevTime !== null && prevTime > currTime ) {
  21222. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21223. valid = false;
  21224. break;
  21225. }
  21226. prevTime = currTime;
  21227. }
  21228. if ( values !== undefined ) {
  21229. if ( AnimationUtils.isTypedArray( values ) ) {
  21230. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21231. var value = values[ i$1 ];
  21232. if ( isNaN( value ) ) {
  21233. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21234. valid = false;
  21235. break;
  21236. }
  21237. }
  21238. }
  21239. }
  21240. return valid;
  21241. },
  21242. // removes equivalent sequential keys as common in morph target sequences
  21243. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21244. optimize: function () {
  21245. // times or values may be shared with other tracks, so overwriting is unsafe
  21246. var times = AnimationUtils.arraySlice( this.times ),
  21247. values = AnimationUtils.arraySlice( this.values ),
  21248. stride = this.getValueSize(),
  21249. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21250. lastIndex = times.length - 1;
  21251. var writeIndex = 1;
  21252. for ( var i = 1; i < lastIndex; ++ i ) {
  21253. var keep = false;
  21254. var time = times[ i ];
  21255. var timeNext = times[ i + 1 ];
  21256. // remove adjacent keyframes scheduled at the same time
  21257. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21258. if ( ! smoothInterpolation ) {
  21259. // remove unnecessary keyframes same as their neighbors
  21260. var offset = i * stride,
  21261. offsetP = offset - stride,
  21262. offsetN = offset + stride;
  21263. for ( var j = 0; j !== stride; ++ j ) {
  21264. var value = values[ offset + j ];
  21265. if ( value !== values[ offsetP + j ] ||
  21266. value !== values[ offsetN + j ] ) {
  21267. keep = true;
  21268. break;
  21269. }
  21270. }
  21271. } else {
  21272. keep = true;
  21273. }
  21274. }
  21275. // in-place compaction
  21276. if ( keep ) {
  21277. if ( i !== writeIndex ) {
  21278. times[ writeIndex ] = times[ i ];
  21279. var readOffset = i * stride,
  21280. writeOffset = writeIndex * stride;
  21281. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21282. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21283. }
  21284. }
  21285. ++ writeIndex;
  21286. }
  21287. }
  21288. // flush last keyframe (compaction looks ahead)
  21289. if ( lastIndex > 0 ) {
  21290. times[ writeIndex ] = times[ lastIndex ];
  21291. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21292. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21293. }
  21294. ++ writeIndex;
  21295. }
  21296. if ( writeIndex !== times.length ) {
  21297. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21298. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21299. } else {
  21300. this.times = times;
  21301. this.values = values;
  21302. }
  21303. return this;
  21304. },
  21305. clone: function () {
  21306. var times = AnimationUtils.arraySlice( this.times, 0 );
  21307. var values = AnimationUtils.arraySlice( this.values, 0 );
  21308. var TypedKeyframeTrack = this.constructor;
  21309. var track = new TypedKeyframeTrack( this.name, times, values );
  21310. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21311. track.createInterpolant = this.createInterpolant;
  21312. return track;
  21313. }
  21314. } );
  21315. /**
  21316. *
  21317. * A Track of Boolean keyframe values.
  21318. *
  21319. *
  21320. * @author Ben Houston / http://clara.io/
  21321. * @author David Sarno / http://lighthaus.us/
  21322. * @author tschw
  21323. */
  21324. function BooleanKeyframeTrack( name, times, values ) {
  21325. KeyframeTrack.call( this, name, times, values );
  21326. }
  21327. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21328. constructor: BooleanKeyframeTrack,
  21329. ValueTypeName: 'bool',
  21330. ValueBufferType: Array,
  21331. DefaultInterpolation: InterpolateDiscrete,
  21332. InterpolantFactoryMethodLinear: undefined,
  21333. InterpolantFactoryMethodSmooth: undefined
  21334. // Note: Actually this track could have a optimized / compressed
  21335. // representation of a single value and a custom interpolant that
  21336. // computes "firstValue ^ isOdd( index )".
  21337. } );
  21338. /**
  21339. *
  21340. * A Track of keyframe values that represent color.
  21341. *
  21342. *
  21343. * @author Ben Houston / http://clara.io/
  21344. * @author David Sarno / http://lighthaus.us/
  21345. * @author tschw
  21346. */
  21347. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21348. KeyframeTrack.call( this, name, times, values, interpolation );
  21349. }
  21350. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21351. constructor: ColorKeyframeTrack,
  21352. ValueTypeName: 'color'
  21353. // ValueBufferType is inherited
  21354. // DefaultInterpolation is inherited
  21355. // Note: Very basic implementation and nothing special yet.
  21356. // However, this is the place for color space parameterization.
  21357. } );
  21358. /**
  21359. *
  21360. * A Track of numeric keyframe values.
  21361. *
  21362. * @author Ben Houston / http://clara.io/
  21363. * @author David Sarno / http://lighthaus.us/
  21364. * @author tschw
  21365. */
  21366. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21367. KeyframeTrack.call( this, name, times, values, interpolation );
  21368. }
  21369. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21370. constructor: NumberKeyframeTrack,
  21371. ValueTypeName: 'number'
  21372. // ValueBufferType is inherited
  21373. // DefaultInterpolation is inherited
  21374. } );
  21375. /**
  21376. * Spherical linear unit quaternion interpolant.
  21377. *
  21378. * @author tschw
  21379. */
  21380. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21381. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21382. }
  21383. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21384. constructor: QuaternionLinearInterpolant,
  21385. interpolate_: function ( i1, t0, t, t1 ) {
  21386. var result = this.resultBuffer,
  21387. values = this.sampleValues,
  21388. stride = this.valueSize,
  21389. alpha = ( t - t0 ) / ( t1 - t0 );
  21390. var offset = i1 * stride;
  21391. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21392. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21393. }
  21394. return result;
  21395. }
  21396. } );
  21397. /**
  21398. *
  21399. * A Track of quaternion keyframe values.
  21400. *
  21401. * @author Ben Houston / http://clara.io/
  21402. * @author David Sarno / http://lighthaus.us/
  21403. * @author tschw
  21404. */
  21405. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21406. KeyframeTrack.call( this, name, times, values, interpolation );
  21407. }
  21408. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21409. constructor: QuaternionKeyframeTrack,
  21410. ValueTypeName: 'quaternion',
  21411. // ValueBufferType is inherited
  21412. DefaultInterpolation: InterpolateLinear,
  21413. InterpolantFactoryMethodLinear: function ( result ) {
  21414. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21415. },
  21416. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21417. } );
  21418. /**
  21419. *
  21420. * A Track that interpolates Strings
  21421. *
  21422. *
  21423. * @author Ben Houston / http://clara.io/
  21424. * @author David Sarno / http://lighthaus.us/
  21425. * @author tschw
  21426. */
  21427. function StringKeyframeTrack( name, times, values, interpolation ) {
  21428. KeyframeTrack.call( this, name, times, values, interpolation );
  21429. }
  21430. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21431. constructor: StringKeyframeTrack,
  21432. ValueTypeName: 'string',
  21433. ValueBufferType: Array,
  21434. DefaultInterpolation: InterpolateDiscrete,
  21435. InterpolantFactoryMethodLinear: undefined,
  21436. InterpolantFactoryMethodSmooth: undefined
  21437. } );
  21438. /**
  21439. *
  21440. * A Track of vectored keyframe values.
  21441. *
  21442. *
  21443. * @author Ben Houston / http://clara.io/
  21444. * @author David Sarno / http://lighthaus.us/
  21445. * @author tschw
  21446. */
  21447. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21448. KeyframeTrack.call( this, name, times, values, interpolation );
  21449. }
  21450. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21451. constructor: VectorKeyframeTrack,
  21452. ValueTypeName: 'vector'
  21453. // ValueBufferType is inherited
  21454. // DefaultInterpolation is inherited
  21455. } );
  21456. /**
  21457. *
  21458. * Reusable set of Tracks that represent an animation.
  21459. *
  21460. * @author Ben Houston / http://clara.io/
  21461. * @author David Sarno / http://lighthaus.us/
  21462. */
  21463. function AnimationClip( name, duration, tracks, blendMode ) {
  21464. this.name = name;
  21465. this.tracks = tracks;
  21466. this.duration = ( duration !== undefined ) ? duration : - 1;
  21467. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21468. this.uuid = MathUtils.generateUUID();
  21469. // this means it should figure out its duration by scanning the tracks
  21470. if ( this.duration < 0 ) {
  21471. this.resetDuration();
  21472. }
  21473. }
  21474. function getTrackTypeForValueTypeName( typeName ) {
  21475. switch ( typeName.toLowerCase() ) {
  21476. case 'scalar':
  21477. case 'double':
  21478. case 'float':
  21479. case 'number':
  21480. case 'integer':
  21481. return NumberKeyframeTrack;
  21482. case 'vector':
  21483. case 'vector2':
  21484. case 'vector3':
  21485. case 'vector4':
  21486. return VectorKeyframeTrack;
  21487. case 'color':
  21488. return ColorKeyframeTrack;
  21489. case 'quaternion':
  21490. return QuaternionKeyframeTrack;
  21491. case 'bool':
  21492. case 'boolean':
  21493. return BooleanKeyframeTrack;
  21494. case 'string':
  21495. return StringKeyframeTrack;
  21496. }
  21497. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21498. }
  21499. function parseKeyframeTrack( json ) {
  21500. if ( json.type === undefined ) {
  21501. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21502. }
  21503. var trackType = getTrackTypeForValueTypeName( json.type );
  21504. if ( json.times === undefined ) {
  21505. var times = [], values = [];
  21506. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21507. json.times = times;
  21508. json.values = values;
  21509. }
  21510. // derived classes can define a static parse method
  21511. if ( trackType.parse !== undefined ) {
  21512. return trackType.parse( json );
  21513. } else {
  21514. // by default, we assume a constructor compatible with the base
  21515. return new trackType( json.name, json.times, json.values, json.interpolation );
  21516. }
  21517. }
  21518. Object.assign( AnimationClip, {
  21519. parse: function ( json ) {
  21520. var tracks = [],
  21521. jsonTracks = json.tracks,
  21522. frameTime = 1.0 / ( json.fps || 1.0 );
  21523. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21524. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21525. }
  21526. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21527. },
  21528. toJSON: function ( clip ) {
  21529. var tracks = [],
  21530. clipTracks = clip.tracks;
  21531. var json = {
  21532. 'name': clip.name,
  21533. 'duration': clip.duration,
  21534. 'tracks': tracks,
  21535. 'uuid': clip.uuid,
  21536. 'blendMode': clip.blendMode
  21537. };
  21538. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21539. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21540. }
  21541. return json;
  21542. },
  21543. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21544. var numMorphTargets = morphTargetSequence.length;
  21545. var tracks = [];
  21546. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21547. var times = [];
  21548. var values = [];
  21549. times.push(
  21550. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21551. i,
  21552. ( i + 1 ) % numMorphTargets );
  21553. values.push( 0, 1, 0 );
  21554. var order = AnimationUtils.getKeyframeOrder( times );
  21555. times = AnimationUtils.sortedArray( times, 1, order );
  21556. values = AnimationUtils.sortedArray( values, 1, order );
  21557. // if there is a key at the first frame, duplicate it as the
  21558. // last frame as well for perfect loop.
  21559. if ( ! noLoop && times[ 0 ] === 0 ) {
  21560. times.push( numMorphTargets );
  21561. values.push( values[ 0 ] );
  21562. }
  21563. tracks.push(
  21564. new NumberKeyframeTrack(
  21565. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21566. times, values
  21567. ).scale( 1.0 / fps ) );
  21568. }
  21569. return new AnimationClip( name, - 1, tracks );
  21570. },
  21571. findByName: function ( objectOrClipArray, name ) {
  21572. var clipArray = objectOrClipArray;
  21573. if ( ! Array.isArray( objectOrClipArray ) ) {
  21574. var o = objectOrClipArray;
  21575. clipArray = o.geometry && o.geometry.animations || o.animations;
  21576. }
  21577. for ( var i = 0; i < clipArray.length; i ++ ) {
  21578. if ( clipArray[ i ].name === name ) {
  21579. return clipArray[ i ];
  21580. }
  21581. }
  21582. return null;
  21583. },
  21584. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21585. var animationToMorphTargets = {};
  21586. // tested with https://regex101.com/ on trick sequences
  21587. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21588. var pattern = /^([\w-]*?)([\d]+)$/;
  21589. // sort morph target names into animation groups based
  21590. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21591. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21592. var morphTarget = morphTargets[ i ];
  21593. var parts = morphTarget.name.match( pattern );
  21594. if ( parts && parts.length > 1 ) {
  21595. var name = parts[ 1 ];
  21596. var animationMorphTargets = animationToMorphTargets[ name ];
  21597. if ( ! animationMorphTargets ) {
  21598. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21599. }
  21600. animationMorphTargets.push( morphTarget );
  21601. }
  21602. }
  21603. var clips = [];
  21604. for ( var name$1 in animationToMorphTargets ) {
  21605. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21606. }
  21607. return clips;
  21608. },
  21609. // parse the animation.hierarchy format
  21610. parseAnimation: function ( animation, bones ) {
  21611. if ( ! animation ) {
  21612. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21613. return null;
  21614. }
  21615. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21616. // only return track if there are actually keys.
  21617. if ( animationKeys.length !== 0 ) {
  21618. var times = [];
  21619. var values = [];
  21620. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21621. // empty keys are filtered out, so check again
  21622. if ( times.length !== 0 ) {
  21623. destTracks.push( new trackType( trackName, times, values ) );
  21624. }
  21625. }
  21626. };
  21627. var tracks = [];
  21628. var clipName = animation.name || 'default';
  21629. var fps = animation.fps || 30;
  21630. var blendMode = animation.blendMode;
  21631. // automatic length determination in AnimationClip.
  21632. var duration = animation.length || - 1;
  21633. var hierarchyTracks = animation.hierarchy || [];
  21634. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21635. var animationKeys = hierarchyTracks[ h ].keys;
  21636. // skip empty tracks
  21637. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21638. // process morph targets
  21639. if ( animationKeys[ 0 ].morphTargets ) {
  21640. // figure out all morph targets used in this track
  21641. var morphTargetNames = {};
  21642. var k = (void 0);
  21643. for ( k = 0; k < animationKeys.length; k ++ ) {
  21644. if ( animationKeys[ k ].morphTargets ) {
  21645. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21646. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21647. }
  21648. }
  21649. }
  21650. // create a track for each morph target with all zero
  21651. // morphTargetInfluences except for the keys in which
  21652. // the morphTarget is named.
  21653. for ( var morphTargetName in morphTargetNames ) {
  21654. var times = [];
  21655. var values = [];
  21656. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21657. var animationKey = animationKeys[ k ];
  21658. times.push( animationKey.time );
  21659. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21660. }
  21661. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21662. }
  21663. duration = morphTargetNames.length * ( fps || 1.0 );
  21664. } else {
  21665. // ...assume skeletal animation
  21666. var boneName = '.bones[' + bones[ h ].name + ']';
  21667. addNonemptyTrack(
  21668. VectorKeyframeTrack, boneName + '.position',
  21669. animationKeys, 'pos', tracks );
  21670. addNonemptyTrack(
  21671. QuaternionKeyframeTrack, boneName + '.quaternion',
  21672. animationKeys, 'rot', tracks );
  21673. addNonemptyTrack(
  21674. VectorKeyframeTrack, boneName + '.scale',
  21675. animationKeys, 'scl', tracks );
  21676. }
  21677. }
  21678. if ( tracks.length === 0 ) {
  21679. return null;
  21680. }
  21681. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21682. return clip;
  21683. }
  21684. } );
  21685. Object.assign( AnimationClip.prototype, {
  21686. resetDuration: function () {
  21687. var tracks = this.tracks;
  21688. var duration = 0;
  21689. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21690. var track = this.tracks[ i ];
  21691. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21692. }
  21693. this.duration = duration;
  21694. return this;
  21695. },
  21696. trim: function () {
  21697. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21698. this.tracks[ i ].trim( 0, this.duration );
  21699. }
  21700. return this;
  21701. },
  21702. validate: function () {
  21703. var valid = true;
  21704. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21705. valid = valid && this.tracks[ i ].validate();
  21706. }
  21707. return valid;
  21708. },
  21709. optimize: function () {
  21710. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21711. this.tracks[ i ].optimize();
  21712. }
  21713. return this;
  21714. },
  21715. clone: function () {
  21716. var tracks = [];
  21717. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21718. tracks.push( this.tracks[ i ].clone() );
  21719. }
  21720. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21721. }
  21722. } );
  21723. /**
  21724. * @author mrdoob / http://mrdoob.com/
  21725. */
  21726. var Cache = {
  21727. enabled: false,
  21728. files: {},
  21729. add: function ( key, file ) {
  21730. if ( this.enabled === false ) { return; }
  21731. // console.log( 'THREE.Cache', 'Adding key:', key );
  21732. this.files[ key ] = file;
  21733. },
  21734. get: function ( key ) {
  21735. if ( this.enabled === false ) { return; }
  21736. // console.log( 'THREE.Cache', 'Checking key:', key );
  21737. return this.files[ key ];
  21738. },
  21739. remove: function ( key ) {
  21740. delete this.files[ key ];
  21741. },
  21742. clear: function () {
  21743. this.files = {};
  21744. }
  21745. };
  21746. /**
  21747. * @author mrdoob / http://mrdoob.com/
  21748. */
  21749. function LoadingManager( onLoad, onProgress, onError ) {
  21750. var scope = this;
  21751. var isLoading = false;
  21752. var itemsLoaded = 0;
  21753. var itemsTotal = 0;
  21754. var urlModifier = undefined;
  21755. var handlers = [];
  21756. // Refer to #5689 for the reason why we don't set .onStart
  21757. // in the constructor
  21758. this.onStart = undefined;
  21759. this.onLoad = onLoad;
  21760. this.onProgress = onProgress;
  21761. this.onError = onError;
  21762. this.itemStart = function ( url ) {
  21763. itemsTotal ++;
  21764. if ( isLoading === false ) {
  21765. if ( scope.onStart !== undefined ) {
  21766. scope.onStart( url, itemsLoaded, itemsTotal );
  21767. }
  21768. }
  21769. isLoading = true;
  21770. };
  21771. this.itemEnd = function ( url ) {
  21772. itemsLoaded ++;
  21773. if ( scope.onProgress !== undefined ) {
  21774. scope.onProgress( url, itemsLoaded, itemsTotal );
  21775. }
  21776. if ( itemsLoaded === itemsTotal ) {
  21777. isLoading = false;
  21778. if ( scope.onLoad !== undefined ) {
  21779. scope.onLoad();
  21780. }
  21781. }
  21782. };
  21783. this.itemError = function ( url ) {
  21784. if ( scope.onError !== undefined ) {
  21785. scope.onError( url );
  21786. }
  21787. };
  21788. this.resolveURL = function ( url ) {
  21789. if ( urlModifier ) {
  21790. return urlModifier( url );
  21791. }
  21792. return url;
  21793. };
  21794. this.setURLModifier = function ( transform ) {
  21795. urlModifier = transform;
  21796. return this;
  21797. };
  21798. this.addHandler = function ( regex, loader ) {
  21799. handlers.push( regex, loader );
  21800. return this;
  21801. };
  21802. this.removeHandler = function ( regex ) {
  21803. var index = handlers.indexOf( regex );
  21804. if ( index !== - 1 ) {
  21805. handlers.splice( index, 2 );
  21806. }
  21807. return this;
  21808. };
  21809. this.getHandler = function ( file ) {
  21810. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21811. var regex = handlers[ i ];
  21812. var loader = handlers[ i + 1 ];
  21813. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21814. if ( regex.test( file ) ) {
  21815. return loader;
  21816. }
  21817. }
  21818. return null;
  21819. };
  21820. }
  21821. var DefaultLoadingManager = new LoadingManager();
  21822. /**
  21823. * @author alteredq / http://alteredqualia.com/
  21824. */
  21825. function Loader( manager ) {
  21826. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21827. this.crossOrigin = 'anonymous';
  21828. this.path = '';
  21829. this.resourcePath = '';
  21830. this.requestHeader = {};
  21831. }
  21832. Object.assign( Loader.prototype, {
  21833. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21834. loadAsync: function ( url, onProgress ) {
  21835. var scope = this;
  21836. return new Promise( function ( resolve, reject ) {
  21837. scope.load( url, resolve, onProgress, reject );
  21838. } );
  21839. },
  21840. parse: function ( /* data */ ) {},
  21841. setCrossOrigin: function ( crossOrigin ) {
  21842. this.crossOrigin = crossOrigin;
  21843. return this;
  21844. },
  21845. setPath: function ( path ) {
  21846. this.path = path;
  21847. return this;
  21848. },
  21849. setResourcePath: function ( resourcePath ) {
  21850. this.resourcePath = resourcePath;
  21851. return this;
  21852. },
  21853. setRequestHeader: function ( requestHeader ) {
  21854. this.requestHeader = requestHeader;
  21855. return this;
  21856. }
  21857. } );
  21858. /**
  21859. * @author mrdoob / http://mrdoob.com/
  21860. */
  21861. var loading = {};
  21862. function FileLoader( manager ) {
  21863. Loader.call( this, manager );
  21864. }
  21865. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21866. constructor: FileLoader,
  21867. load: function ( url, onLoad, onProgress, onError ) {
  21868. if ( url === undefined ) { url = ''; }
  21869. if ( this.path !== undefined ) { url = this.path + url; }
  21870. url = this.manager.resolveURL( url );
  21871. var scope = this;
  21872. var cached = Cache.get( url );
  21873. if ( cached !== undefined ) {
  21874. scope.manager.itemStart( url );
  21875. setTimeout( function () {
  21876. if ( onLoad ) { onLoad( cached ); }
  21877. scope.manager.itemEnd( url );
  21878. }, 0 );
  21879. return cached;
  21880. }
  21881. // Check if request is duplicate
  21882. if ( loading[ url ] !== undefined ) {
  21883. loading[ url ].push( {
  21884. onLoad: onLoad,
  21885. onProgress: onProgress,
  21886. onError: onError
  21887. } );
  21888. return;
  21889. }
  21890. // Check for data: URI
  21891. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21892. var dataUriRegexResult = url.match( dataUriRegex );
  21893. var request;
  21894. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21895. if ( dataUriRegexResult ) {
  21896. var mimeType = dataUriRegexResult[ 1 ];
  21897. var isBase64 = !! dataUriRegexResult[ 2 ];
  21898. var data = dataUriRegexResult[ 3 ];
  21899. data = decodeURIComponent( data );
  21900. if ( isBase64 ) { data = atob( data ); }
  21901. try {
  21902. var response;
  21903. var responseType = ( this.responseType || '' ).toLowerCase();
  21904. switch ( responseType ) {
  21905. case 'arraybuffer':
  21906. case 'blob':
  21907. var view = new Uint8Array( data.length );
  21908. for ( var i = 0; i < data.length; i ++ ) {
  21909. view[ i ] = data.charCodeAt( i );
  21910. }
  21911. if ( responseType === 'blob' ) {
  21912. response = new Blob( [ view.buffer ], { type: mimeType } );
  21913. } else {
  21914. response = view.buffer;
  21915. }
  21916. break;
  21917. case 'document':
  21918. var parser = new DOMParser();
  21919. response = parser.parseFromString( data, mimeType );
  21920. break;
  21921. case 'json':
  21922. response = JSON.parse( data );
  21923. break;
  21924. default: // 'text' or other
  21925. response = data;
  21926. break;
  21927. }
  21928. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21929. setTimeout( function () {
  21930. if ( onLoad ) { onLoad( response ); }
  21931. scope.manager.itemEnd( url );
  21932. }, 0 );
  21933. } catch ( error ) {
  21934. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21935. setTimeout( function () {
  21936. if ( onError ) { onError( error ); }
  21937. scope.manager.itemError( url );
  21938. scope.manager.itemEnd( url );
  21939. }, 0 );
  21940. }
  21941. } else {
  21942. // Initialise array for duplicate requests
  21943. loading[ url ] = [];
  21944. loading[ url ].push( {
  21945. onLoad: onLoad,
  21946. onProgress: onProgress,
  21947. onError: onError
  21948. } );
  21949. request = new XMLHttpRequest();
  21950. request.open( 'GET', url, true );
  21951. request.addEventListener( 'load', function ( event ) {
  21952. var response = this.response;
  21953. var callbacks = loading[ url ];
  21954. delete loading[ url ];
  21955. if ( this.status === 200 || this.status === 0 ) {
  21956. // Some browsers return HTTP Status 0 when using non-http protocol
  21957. // e.g. 'file://' or 'data://'. Handle as success.
  21958. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21959. // Add to cache only on HTTP success, so that we do not cache
  21960. // error response bodies as proper responses to requests.
  21961. Cache.add( url, response );
  21962. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21963. var callback = callbacks[ i ];
  21964. if ( callback.onLoad ) { callback.onLoad( response ); }
  21965. }
  21966. scope.manager.itemEnd( url );
  21967. } else {
  21968. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  21969. var callback$1 = callbacks[ i$1 ];
  21970. if ( callback$1.onError ) { callback$1.onError( event ); }
  21971. }
  21972. scope.manager.itemError( url );
  21973. scope.manager.itemEnd( url );
  21974. }
  21975. }, false );
  21976. request.addEventListener( 'progress', function ( event ) {
  21977. var callbacks = loading[ url ];
  21978. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21979. var callback = callbacks[ i ];
  21980. if ( callback.onProgress ) { callback.onProgress( event ); }
  21981. }
  21982. }, false );
  21983. request.addEventListener( 'error', function ( event ) {
  21984. var callbacks = loading[ url ];
  21985. delete loading[ url ];
  21986. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21987. var callback = callbacks[ i ];
  21988. if ( callback.onError ) { callback.onError( event ); }
  21989. }
  21990. scope.manager.itemError( url );
  21991. scope.manager.itemEnd( url );
  21992. }, false );
  21993. request.addEventListener( 'abort', function ( event ) {
  21994. var callbacks = loading[ url ];
  21995. delete loading[ url ];
  21996. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21997. var callback = callbacks[ i ];
  21998. if ( callback.onError ) { callback.onError( event ); }
  21999. }
  22000. scope.manager.itemError( url );
  22001. scope.manager.itemEnd( url );
  22002. }, false );
  22003. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  22004. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  22005. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  22006. for ( var header in this.requestHeader ) {
  22007. request.setRequestHeader( header, this.requestHeader[ header ] );
  22008. }
  22009. request.send( null );
  22010. }
  22011. scope.manager.itemStart( url );
  22012. return request;
  22013. },
  22014. setResponseType: function ( value ) {
  22015. this.responseType = value;
  22016. return this;
  22017. },
  22018. setWithCredentials: function ( value ) {
  22019. this.withCredentials = value;
  22020. return this;
  22021. },
  22022. setMimeType: function ( value ) {
  22023. this.mimeType = value;
  22024. return this;
  22025. }
  22026. } );
  22027. /**
  22028. * @author bhouston / http://clara.io/
  22029. */
  22030. function AnimationLoader( manager ) {
  22031. Loader.call( this, manager );
  22032. }
  22033. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22034. constructor: AnimationLoader,
  22035. load: function ( url, onLoad, onProgress, onError ) {
  22036. var scope = this;
  22037. var loader = new FileLoader( scope.manager );
  22038. loader.setPath( scope.path );
  22039. loader.load( url, function ( text ) {
  22040. try {
  22041. onLoad( scope.parse( JSON.parse( text ) ) );
  22042. } catch ( e ) {
  22043. if ( onError ) {
  22044. onError( e );
  22045. } else {
  22046. console.error( e );
  22047. }
  22048. scope.manager.itemError( url );
  22049. }
  22050. }, onProgress, onError );
  22051. },
  22052. parse: function ( json ) {
  22053. var animations = [];
  22054. for ( var i = 0; i < json.length; i ++ ) {
  22055. var clip = AnimationClip.parse( json[ i ] );
  22056. animations.push( clip );
  22057. }
  22058. return animations;
  22059. }
  22060. } );
  22061. /**
  22062. * @author mrdoob / http://mrdoob.com/
  22063. *
  22064. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22065. *
  22066. * Sub classes have to implement the parse() method which will be used in load().
  22067. */
  22068. function CompressedTextureLoader( manager ) {
  22069. Loader.call( this, manager );
  22070. }
  22071. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22072. constructor: CompressedTextureLoader,
  22073. load: function ( url, onLoad, onProgress, onError ) {
  22074. var scope = this;
  22075. var images = [];
  22076. var texture = new CompressedTexture();
  22077. texture.image = images;
  22078. var loader = new FileLoader( this.manager );
  22079. loader.setPath( this.path );
  22080. loader.setResponseType( 'arraybuffer' );
  22081. var loaded = 0;
  22082. function loadTexture( i ) {
  22083. loader.load( url[ i ], function ( buffer ) {
  22084. var texDatas = scope.parse( buffer, true );
  22085. images[ i ] = {
  22086. width: texDatas.width,
  22087. height: texDatas.height,
  22088. format: texDatas.format,
  22089. mipmaps: texDatas.mipmaps
  22090. };
  22091. loaded += 1;
  22092. if ( loaded === 6 ) {
  22093. if ( texDatas.mipmapCount === 1 )
  22094. { texture.minFilter = LinearFilter; }
  22095. texture.format = texDatas.format;
  22096. texture.needsUpdate = true;
  22097. if ( onLoad ) { onLoad( texture ); }
  22098. }
  22099. }, onProgress, onError );
  22100. }
  22101. if ( Array.isArray( url ) ) {
  22102. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22103. loadTexture( i );
  22104. }
  22105. } else {
  22106. // compressed cubemap texture stored in a single DDS file
  22107. loader.load( url, function ( buffer ) {
  22108. var texDatas = scope.parse( buffer, true );
  22109. if ( texDatas.isCubemap ) {
  22110. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22111. for ( var f = 0; f < faces; f ++ ) {
  22112. images[ f ] = { mipmaps: [] };
  22113. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22114. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22115. images[ f ].format = texDatas.format;
  22116. images[ f ].width = texDatas.width;
  22117. images[ f ].height = texDatas.height;
  22118. }
  22119. }
  22120. } else {
  22121. texture.image.width = texDatas.width;
  22122. texture.image.height = texDatas.height;
  22123. texture.mipmaps = texDatas.mipmaps;
  22124. }
  22125. if ( texDatas.mipmapCount === 1 ) {
  22126. texture.minFilter = LinearFilter;
  22127. }
  22128. texture.format = texDatas.format;
  22129. texture.needsUpdate = true;
  22130. if ( onLoad ) { onLoad( texture ); }
  22131. }, onProgress, onError );
  22132. }
  22133. return texture;
  22134. }
  22135. } );
  22136. /**
  22137. * @author Nikos M. / https://github.com/foo123/
  22138. *
  22139. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22140. *
  22141. * Sub classes have to implement the parse() method which will be used in load().
  22142. */
  22143. function DataTextureLoader( manager ) {
  22144. Loader.call( this, manager );
  22145. }
  22146. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22147. constructor: DataTextureLoader,
  22148. load: function ( url, onLoad, onProgress, onError ) {
  22149. var scope = this;
  22150. var texture = new DataTexture();
  22151. var loader = new FileLoader( this.manager );
  22152. loader.setResponseType( 'arraybuffer' );
  22153. loader.setPath( this.path );
  22154. loader.load( url, function ( buffer ) {
  22155. var texData = scope.parse( buffer );
  22156. if ( ! texData ) { return; }
  22157. if ( texData.image !== undefined ) {
  22158. texture.image = texData.image;
  22159. } else if ( texData.data !== undefined ) {
  22160. texture.image.width = texData.width;
  22161. texture.image.height = texData.height;
  22162. texture.image.data = texData.data;
  22163. }
  22164. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22165. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22166. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22167. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22168. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22169. if ( texData.format !== undefined ) {
  22170. texture.format = texData.format;
  22171. }
  22172. if ( texData.type !== undefined ) {
  22173. texture.type = texData.type;
  22174. }
  22175. if ( texData.mipmaps !== undefined ) {
  22176. texture.mipmaps = texData.mipmaps;
  22177. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22178. }
  22179. if ( texData.mipmapCount === 1 ) {
  22180. texture.minFilter = LinearFilter;
  22181. }
  22182. texture.needsUpdate = true;
  22183. if ( onLoad ) { onLoad( texture, texData ); }
  22184. }, onProgress, onError );
  22185. return texture;
  22186. }
  22187. } );
  22188. /**
  22189. * @author mrdoob / http://mrdoob.com/
  22190. */
  22191. function ImageLoader( manager ) {
  22192. Loader.call( this, manager );
  22193. }
  22194. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22195. constructor: ImageLoader,
  22196. load: function ( url, onLoad, onProgress, onError ) {
  22197. if ( this.path !== undefined ) { url = this.path + url; }
  22198. url = this.manager.resolveURL( url );
  22199. var scope = this;
  22200. var cached = Cache.get( url );
  22201. if ( cached !== undefined ) {
  22202. scope.manager.itemStart( url );
  22203. setTimeout( function () {
  22204. if ( onLoad ) { onLoad( cached ); }
  22205. scope.manager.itemEnd( url );
  22206. }, 0 );
  22207. return cached;
  22208. }
  22209. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22210. function onImageLoad() {
  22211. image.removeEventListener( 'load', onImageLoad, false );
  22212. image.removeEventListener( 'error', onImageError, false );
  22213. Cache.add( url, this );
  22214. if ( onLoad ) { onLoad( this ); }
  22215. scope.manager.itemEnd( url );
  22216. }
  22217. function onImageError( event ) {
  22218. image.removeEventListener( 'load', onImageLoad, false );
  22219. image.removeEventListener( 'error', onImageError, false );
  22220. if ( onError ) { onError( event ); }
  22221. scope.manager.itemError( url );
  22222. scope.manager.itemEnd( url );
  22223. }
  22224. image.addEventListener( 'load', onImageLoad, false );
  22225. image.addEventListener( 'error', onImageError, false );
  22226. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22227. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22228. }
  22229. scope.manager.itemStart( url );
  22230. image.src = url;
  22231. return image;
  22232. }
  22233. } );
  22234. /**
  22235. * @author mrdoob / http://mrdoob.com/
  22236. */
  22237. function CubeTextureLoader( manager ) {
  22238. Loader.call( this, manager );
  22239. }
  22240. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22241. constructor: CubeTextureLoader,
  22242. load: function ( urls, onLoad, onProgress, onError ) {
  22243. var texture = new CubeTexture();
  22244. var loader = new ImageLoader( this.manager );
  22245. loader.setCrossOrigin( this.crossOrigin );
  22246. loader.setPath( this.path );
  22247. var loaded = 0;
  22248. function loadTexture( i ) {
  22249. loader.load( urls[ i ], function ( image ) {
  22250. texture.images[ i ] = image;
  22251. loaded ++;
  22252. if ( loaded === 6 ) {
  22253. texture.needsUpdate = true;
  22254. if ( onLoad ) { onLoad( texture ); }
  22255. }
  22256. }, undefined, onError );
  22257. }
  22258. for ( var i = 0; i < urls.length; ++ i ) {
  22259. loadTexture( i );
  22260. }
  22261. return texture;
  22262. }
  22263. } );
  22264. /**
  22265. * @author mrdoob / http://mrdoob.com/
  22266. */
  22267. function TextureLoader( manager ) {
  22268. Loader.call( this, manager );
  22269. }
  22270. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22271. constructor: TextureLoader,
  22272. load: function ( url, onLoad, onProgress, onError ) {
  22273. var texture = new Texture();
  22274. var loader = new ImageLoader( this.manager );
  22275. loader.setCrossOrigin( this.crossOrigin );
  22276. loader.setPath( this.path );
  22277. loader.load( url, function ( image ) {
  22278. texture.image = image;
  22279. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22280. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22281. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22282. texture.needsUpdate = true;
  22283. if ( onLoad !== undefined ) {
  22284. onLoad( texture );
  22285. }
  22286. }, onProgress, onError );
  22287. return texture;
  22288. }
  22289. } );
  22290. /**
  22291. * @author zz85 / http://www.lab4games.net/zz85/blog
  22292. * Extensible curve object
  22293. *
  22294. * Some common of curve methods:
  22295. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22296. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22297. * .getPoints(), .getSpacedPoints()
  22298. * .getLength()
  22299. * .updateArcLengths()
  22300. *
  22301. * This following curves inherit from THREE.Curve:
  22302. *
  22303. * -- 2D curves --
  22304. * THREE.ArcCurve
  22305. * THREE.CubicBezierCurve
  22306. * THREE.EllipseCurve
  22307. * THREE.LineCurve
  22308. * THREE.QuadraticBezierCurve
  22309. * THREE.SplineCurve
  22310. *
  22311. * -- 3D curves --
  22312. * THREE.CatmullRomCurve3
  22313. * THREE.CubicBezierCurve3
  22314. * THREE.LineCurve3
  22315. * THREE.QuadraticBezierCurve3
  22316. *
  22317. * A series of curves can be represented as a THREE.CurvePath.
  22318. *
  22319. **/
  22320. /**************************************************************
  22321. * Abstract Curve base class
  22322. **************************************************************/
  22323. function Curve() {
  22324. this.type = 'Curve';
  22325. this.arcLengthDivisions = 200;
  22326. }
  22327. Object.assign( Curve.prototype, {
  22328. // Virtual base class method to overwrite and implement in subclasses
  22329. // - t [0 .. 1]
  22330. getPoint: function ( /* t, optionalTarget */ ) {
  22331. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22332. return null;
  22333. },
  22334. // Get point at relative position in curve according to arc length
  22335. // - u [0 .. 1]
  22336. getPointAt: function ( u, optionalTarget ) {
  22337. var t = this.getUtoTmapping( u );
  22338. return this.getPoint( t, optionalTarget );
  22339. },
  22340. // Get sequence of points using getPoint( t )
  22341. getPoints: function ( divisions ) {
  22342. if ( divisions === undefined ) { divisions = 5; }
  22343. var points = [];
  22344. for ( var d = 0; d <= divisions; d ++ ) {
  22345. points.push( this.getPoint( d / divisions ) );
  22346. }
  22347. return points;
  22348. },
  22349. // Get sequence of points using getPointAt( u )
  22350. getSpacedPoints: function ( divisions ) {
  22351. if ( divisions === undefined ) { divisions = 5; }
  22352. var points = [];
  22353. for ( var d = 0; d <= divisions; d ++ ) {
  22354. points.push( this.getPointAt( d / divisions ) );
  22355. }
  22356. return points;
  22357. },
  22358. // Get total curve arc length
  22359. getLength: function () {
  22360. var lengths = this.getLengths();
  22361. return lengths[ lengths.length - 1 ];
  22362. },
  22363. // Get list of cumulative segment lengths
  22364. getLengths: function ( divisions ) {
  22365. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22366. if ( this.cacheArcLengths &&
  22367. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22368. ! this.needsUpdate ) {
  22369. return this.cacheArcLengths;
  22370. }
  22371. this.needsUpdate = false;
  22372. var cache = [];
  22373. var current, last = this.getPoint( 0 );
  22374. var sum = 0;
  22375. cache.push( 0 );
  22376. for ( var p = 1; p <= divisions; p ++ ) {
  22377. current = this.getPoint( p / divisions );
  22378. sum += current.distanceTo( last );
  22379. cache.push( sum );
  22380. last = current;
  22381. }
  22382. this.cacheArcLengths = cache;
  22383. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22384. },
  22385. updateArcLengths: function () {
  22386. this.needsUpdate = true;
  22387. this.getLengths();
  22388. },
  22389. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22390. getUtoTmapping: function ( u, distance ) {
  22391. var arcLengths = this.getLengths();
  22392. var i = 0, il = arcLengths.length;
  22393. var targetArcLength; // The targeted u distance value to get
  22394. if ( distance ) {
  22395. targetArcLength = distance;
  22396. } else {
  22397. targetArcLength = u * arcLengths[ il - 1 ];
  22398. }
  22399. // binary search for the index with largest value smaller than target u distance
  22400. var low = 0, high = il - 1, comparison;
  22401. while ( low <= high ) {
  22402. 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
  22403. comparison = arcLengths[ i ] - targetArcLength;
  22404. if ( comparison < 0 ) {
  22405. low = i + 1;
  22406. } else if ( comparison > 0 ) {
  22407. high = i - 1;
  22408. } else {
  22409. high = i;
  22410. break;
  22411. // DONE
  22412. }
  22413. }
  22414. i = high;
  22415. if ( arcLengths[ i ] === targetArcLength ) {
  22416. return i / ( il - 1 );
  22417. }
  22418. // we could get finer grain at lengths, or use simple interpolation between two points
  22419. var lengthBefore = arcLengths[ i ];
  22420. var lengthAfter = arcLengths[ i + 1 ];
  22421. var segmentLength = lengthAfter - lengthBefore;
  22422. // determine where we are between the 'before' and 'after' points
  22423. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22424. // add that fractional amount to t
  22425. var t = ( i + segmentFraction ) / ( il - 1 );
  22426. return t;
  22427. },
  22428. // Returns a unit vector tangent at t
  22429. // In case any sub curve does not implement its tangent derivation,
  22430. // 2 points a small delta apart will be used to find its gradient
  22431. // which seems to give a reasonable approximation
  22432. getTangent: function ( t, optionalTarget ) {
  22433. var delta = 0.0001;
  22434. var t1 = t - delta;
  22435. var t2 = t + delta;
  22436. // Capping in case of danger
  22437. if ( t1 < 0 ) { t1 = 0; }
  22438. if ( t2 > 1 ) { t2 = 1; }
  22439. var pt1 = this.getPoint( t1 );
  22440. var pt2 = this.getPoint( t2 );
  22441. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22442. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22443. return tangent;
  22444. },
  22445. getTangentAt: function ( u, optionalTarget ) {
  22446. var t = this.getUtoTmapping( u );
  22447. return this.getTangent( t, optionalTarget );
  22448. },
  22449. computeFrenetFrames: function ( segments, closed ) {
  22450. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22451. var normal = new Vector3();
  22452. var tangents = [];
  22453. var normals = [];
  22454. var binormals = [];
  22455. var vec = new Vector3();
  22456. var mat = new Matrix4();
  22457. // compute the tangent vectors for each segment on the curve
  22458. for ( var i = 0; i <= segments; i ++ ) {
  22459. var u = i / segments;
  22460. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22461. tangents[ i ].normalize();
  22462. }
  22463. // select an initial normal vector perpendicular to the first tangent vector,
  22464. // and in the direction of the minimum tangent xyz component
  22465. normals[ 0 ] = new Vector3();
  22466. binormals[ 0 ] = new Vector3();
  22467. var min = Number.MAX_VALUE;
  22468. var tx = Math.abs( tangents[ 0 ].x );
  22469. var ty = Math.abs( tangents[ 0 ].y );
  22470. var tz = Math.abs( tangents[ 0 ].z );
  22471. if ( tx <= min ) {
  22472. min = tx;
  22473. normal.set( 1, 0, 0 );
  22474. }
  22475. if ( ty <= min ) {
  22476. min = ty;
  22477. normal.set( 0, 1, 0 );
  22478. }
  22479. if ( tz <= min ) {
  22480. normal.set( 0, 0, 1 );
  22481. }
  22482. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22483. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22484. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22485. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22486. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22487. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22488. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22489. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22490. if ( vec.length() > Number.EPSILON ) {
  22491. vec.normalize();
  22492. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22493. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22494. }
  22495. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22496. }
  22497. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22498. if ( closed === true ) {
  22499. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22500. theta$1 /= segments;
  22501. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22502. theta$1 = - theta$1;
  22503. }
  22504. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22505. // twist a little...
  22506. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22507. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22508. }
  22509. }
  22510. return {
  22511. tangents: tangents,
  22512. normals: normals,
  22513. binormals: binormals
  22514. };
  22515. },
  22516. clone: function () {
  22517. return new this.constructor().copy( this );
  22518. },
  22519. copy: function ( source ) {
  22520. this.arcLengthDivisions = source.arcLengthDivisions;
  22521. return this;
  22522. },
  22523. toJSON: function () {
  22524. var data = {
  22525. metadata: {
  22526. version: 4.5,
  22527. type: 'Curve',
  22528. generator: 'Curve.toJSON'
  22529. }
  22530. };
  22531. data.arcLengthDivisions = this.arcLengthDivisions;
  22532. data.type = this.type;
  22533. return data;
  22534. },
  22535. fromJSON: function ( json ) {
  22536. this.arcLengthDivisions = json.arcLengthDivisions;
  22537. return this;
  22538. }
  22539. } );
  22540. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22541. Curve.call( this );
  22542. this.type = 'EllipseCurve';
  22543. this.aX = aX || 0;
  22544. this.aY = aY || 0;
  22545. this.xRadius = xRadius || 1;
  22546. this.yRadius = yRadius || 1;
  22547. this.aStartAngle = aStartAngle || 0;
  22548. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22549. this.aClockwise = aClockwise || false;
  22550. this.aRotation = aRotation || 0;
  22551. }
  22552. EllipseCurve.prototype = Object.create( Curve.prototype );
  22553. EllipseCurve.prototype.constructor = EllipseCurve;
  22554. EllipseCurve.prototype.isEllipseCurve = true;
  22555. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22556. var point = optionalTarget || new Vector2();
  22557. var twoPi = Math.PI * 2;
  22558. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22559. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22560. // ensures that deltaAngle is 0 .. 2 PI
  22561. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22562. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22563. if ( deltaAngle < Number.EPSILON ) {
  22564. if ( samePoints ) {
  22565. deltaAngle = 0;
  22566. } else {
  22567. deltaAngle = twoPi;
  22568. }
  22569. }
  22570. if ( this.aClockwise === true && ! samePoints ) {
  22571. if ( deltaAngle === twoPi ) {
  22572. deltaAngle = - twoPi;
  22573. } else {
  22574. deltaAngle = deltaAngle - twoPi;
  22575. }
  22576. }
  22577. var angle = this.aStartAngle + t * deltaAngle;
  22578. var x = this.aX + this.xRadius * Math.cos( angle );
  22579. var y = this.aY + this.yRadius * Math.sin( angle );
  22580. if ( this.aRotation !== 0 ) {
  22581. var cos = Math.cos( this.aRotation );
  22582. var sin = Math.sin( this.aRotation );
  22583. var tx = x - this.aX;
  22584. var ty = y - this.aY;
  22585. // Rotate the point about the center of the ellipse.
  22586. x = tx * cos - ty * sin + this.aX;
  22587. y = tx * sin + ty * cos + this.aY;
  22588. }
  22589. return point.set( x, y );
  22590. };
  22591. EllipseCurve.prototype.copy = function ( source ) {
  22592. Curve.prototype.copy.call( this, source );
  22593. this.aX = source.aX;
  22594. this.aY = source.aY;
  22595. this.xRadius = source.xRadius;
  22596. this.yRadius = source.yRadius;
  22597. this.aStartAngle = source.aStartAngle;
  22598. this.aEndAngle = source.aEndAngle;
  22599. this.aClockwise = source.aClockwise;
  22600. this.aRotation = source.aRotation;
  22601. return this;
  22602. };
  22603. EllipseCurve.prototype.toJSON = function () {
  22604. var data = Curve.prototype.toJSON.call( this );
  22605. data.aX = this.aX;
  22606. data.aY = this.aY;
  22607. data.xRadius = this.xRadius;
  22608. data.yRadius = this.yRadius;
  22609. data.aStartAngle = this.aStartAngle;
  22610. data.aEndAngle = this.aEndAngle;
  22611. data.aClockwise = this.aClockwise;
  22612. data.aRotation = this.aRotation;
  22613. return data;
  22614. };
  22615. EllipseCurve.prototype.fromJSON = function ( json ) {
  22616. Curve.prototype.fromJSON.call( this, json );
  22617. this.aX = json.aX;
  22618. this.aY = json.aY;
  22619. this.xRadius = json.xRadius;
  22620. this.yRadius = json.yRadius;
  22621. this.aStartAngle = json.aStartAngle;
  22622. this.aEndAngle = json.aEndAngle;
  22623. this.aClockwise = json.aClockwise;
  22624. this.aRotation = json.aRotation;
  22625. return this;
  22626. };
  22627. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22628. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22629. this.type = 'ArcCurve';
  22630. }
  22631. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22632. ArcCurve.prototype.constructor = ArcCurve;
  22633. ArcCurve.prototype.isArcCurve = true;
  22634. /**
  22635. * @author zz85 https://github.com/zz85
  22636. *
  22637. * Centripetal CatmullRom Curve - which is useful for avoiding
  22638. * cusps and self-intersections in non-uniform catmull rom curves.
  22639. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22640. *
  22641. * curve.type accepts centripetal(default), chordal and catmullrom
  22642. * curve.tension is used for catmullrom which defaults to 0.5
  22643. */
  22644. /*
  22645. Based on an optimized c++ solution in
  22646. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22647. - http://ideone.com/NoEbVM
  22648. This CubicPoly class could be used for reusing some variables and calculations,
  22649. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22650. which can be placed in CurveUtils.
  22651. */
  22652. function CubicPoly() {
  22653. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22654. /*
  22655. * Compute coefficients for a cubic polynomial
  22656. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22657. * such that
  22658. * p(0) = x0, p(1) = x1
  22659. * and
  22660. * p'(0) = t0, p'(1) = t1.
  22661. */
  22662. function init( x0, x1, t0, t1 ) {
  22663. c0 = x0;
  22664. c1 = t0;
  22665. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22666. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22667. }
  22668. return {
  22669. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22670. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22671. },
  22672. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22673. // compute tangents when parameterized in [t1,t2]
  22674. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22675. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22676. // rescale tangents for parametrization in [0,1]
  22677. t1 *= dt1;
  22678. t2 *= dt1;
  22679. init( x1, x2, t1, t2 );
  22680. },
  22681. calc: function ( t ) {
  22682. var t2 = t * t;
  22683. var t3 = t2 * t;
  22684. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22685. }
  22686. };
  22687. }
  22688. //
  22689. var tmp = new Vector3();
  22690. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22691. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22692. Curve.call( this );
  22693. this.type = 'CatmullRomCurve3';
  22694. this.points = points || [];
  22695. this.closed = closed || false;
  22696. this.curveType = curveType || 'centripetal';
  22697. this.tension = tension || 0.5;
  22698. }
  22699. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22700. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22701. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22702. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22703. var point = optionalTarget || new Vector3();
  22704. var points = this.points;
  22705. var l = points.length;
  22706. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22707. var intPoint = Math.floor( p );
  22708. var weight = p - intPoint;
  22709. if ( this.closed ) {
  22710. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22711. } else if ( weight === 0 && intPoint === l - 1 ) {
  22712. intPoint = l - 2;
  22713. weight = 1;
  22714. }
  22715. var p0, p1, p2, p3; // 4 points
  22716. if ( this.closed || intPoint > 0 ) {
  22717. p0 = points[ ( intPoint - 1 ) % l ];
  22718. } else {
  22719. // extrapolate first point
  22720. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22721. p0 = tmp;
  22722. }
  22723. p1 = points[ intPoint % l ];
  22724. p2 = points[ ( intPoint + 1 ) % l ];
  22725. if ( this.closed || intPoint + 2 < l ) {
  22726. p3 = points[ ( intPoint + 2 ) % l ];
  22727. } else {
  22728. // extrapolate last point
  22729. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22730. p3 = tmp;
  22731. }
  22732. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22733. // init Centripetal / Chordal Catmull-Rom
  22734. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22735. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22736. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22737. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22738. // safety check for repeated points
  22739. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22740. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22741. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22742. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22743. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22744. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22745. } else if ( this.curveType === 'catmullrom' ) {
  22746. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22747. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22748. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22749. }
  22750. point.set(
  22751. px.calc( weight ),
  22752. py.calc( weight ),
  22753. pz.calc( weight )
  22754. );
  22755. return point;
  22756. };
  22757. CatmullRomCurve3.prototype.copy = function ( source ) {
  22758. Curve.prototype.copy.call( this, source );
  22759. this.points = [];
  22760. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22761. var point = source.points[ i ];
  22762. this.points.push( point.clone() );
  22763. }
  22764. this.closed = source.closed;
  22765. this.curveType = source.curveType;
  22766. this.tension = source.tension;
  22767. return this;
  22768. };
  22769. CatmullRomCurve3.prototype.toJSON = function () {
  22770. var data = Curve.prototype.toJSON.call( this );
  22771. data.points = [];
  22772. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22773. var point = this.points[ i ];
  22774. data.points.push( point.toArray() );
  22775. }
  22776. data.closed = this.closed;
  22777. data.curveType = this.curveType;
  22778. data.tension = this.tension;
  22779. return data;
  22780. };
  22781. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22782. Curve.prototype.fromJSON.call( this, json );
  22783. this.points = [];
  22784. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22785. var point = json.points[ i ];
  22786. this.points.push( new Vector3().fromArray( point ) );
  22787. }
  22788. this.closed = json.closed;
  22789. this.curveType = json.curveType;
  22790. this.tension = json.tension;
  22791. return this;
  22792. };
  22793. /**
  22794. * @author zz85 / http://www.lab4games.net/zz85/blog
  22795. *
  22796. * Bezier Curves formulas obtained from
  22797. * http://en.wikipedia.org/wiki/Bézier_curve
  22798. */
  22799. function CatmullRom( t, p0, p1, p2, p3 ) {
  22800. var v0 = ( p2 - p0 ) * 0.5;
  22801. var v1 = ( p3 - p1 ) * 0.5;
  22802. var t2 = t * t;
  22803. var t3 = t * t2;
  22804. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22805. }
  22806. //
  22807. function QuadraticBezierP0( t, p ) {
  22808. var k = 1 - t;
  22809. return k * k * p;
  22810. }
  22811. function QuadraticBezierP1( t, p ) {
  22812. return 2 * ( 1 - t ) * t * p;
  22813. }
  22814. function QuadraticBezierP2( t, p ) {
  22815. return t * t * p;
  22816. }
  22817. function QuadraticBezier( t, p0, p1, p2 ) {
  22818. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22819. QuadraticBezierP2( t, p2 );
  22820. }
  22821. //
  22822. function CubicBezierP0( t, p ) {
  22823. var k = 1 - t;
  22824. return k * k * k * p;
  22825. }
  22826. function CubicBezierP1( t, p ) {
  22827. var k = 1 - t;
  22828. return 3 * k * k * t * p;
  22829. }
  22830. function CubicBezierP2( t, p ) {
  22831. return 3 * ( 1 - t ) * t * t * p;
  22832. }
  22833. function CubicBezierP3( t, p ) {
  22834. return t * t * t * p;
  22835. }
  22836. function CubicBezier( t, p0, p1, p2, p3 ) {
  22837. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22838. CubicBezierP3( t, p3 );
  22839. }
  22840. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22841. Curve.call( this );
  22842. this.type = 'CubicBezierCurve';
  22843. this.v0 = v0 || new Vector2();
  22844. this.v1 = v1 || new Vector2();
  22845. this.v2 = v2 || new Vector2();
  22846. this.v3 = v3 || new Vector2();
  22847. }
  22848. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22849. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22850. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22851. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22852. var point = optionalTarget || new Vector2();
  22853. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22854. point.set(
  22855. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22856. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22857. );
  22858. return point;
  22859. };
  22860. CubicBezierCurve.prototype.copy = function ( source ) {
  22861. Curve.prototype.copy.call( this, source );
  22862. this.v0.copy( source.v0 );
  22863. this.v1.copy( source.v1 );
  22864. this.v2.copy( source.v2 );
  22865. this.v3.copy( source.v3 );
  22866. return this;
  22867. };
  22868. CubicBezierCurve.prototype.toJSON = function () {
  22869. var data = Curve.prototype.toJSON.call( this );
  22870. data.v0 = this.v0.toArray();
  22871. data.v1 = this.v1.toArray();
  22872. data.v2 = this.v2.toArray();
  22873. data.v3 = this.v3.toArray();
  22874. return data;
  22875. };
  22876. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22877. Curve.prototype.fromJSON.call( this, json );
  22878. this.v0.fromArray( json.v0 );
  22879. this.v1.fromArray( json.v1 );
  22880. this.v2.fromArray( json.v2 );
  22881. this.v3.fromArray( json.v3 );
  22882. return this;
  22883. };
  22884. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22885. Curve.call( this );
  22886. this.type = 'CubicBezierCurve3';
  22887. this.v0 = v0 || new Vector3();
  22888. this.v1 = v1 || new Vector3();
  22889. this.v2 = v2 || new Vector3();
  22890. this.v3 = v3 || new Vector3();
  22891. }
  22892. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22893. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22894. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22895. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22896. var point = optionalTarget || new Vector3();
  22897. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22898. point.set(
  22899. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22900. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22901. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22902. );
  22903. return point;
  22904. };
  22905. CubicBezierCurve3.prototype.copy = function ( source ) {
  22906. Curve.prototype.copy.call( this, source );
  22907. this.v0.copy( source.v0 );
  22908. this.v1.copy( source.v1 );
  22909. this.v2.copy( source.v2 );
  22910. this.v3.copy( source.v3 );
  22911. return this;
  22912. };
  22913. CubicBezierCurve3.prototype.toJSON = function () {
  22914. var data = Curve.prototype.toJSON.call( this );
  22915. data.v0 = this.v0.toArray();
  22916. data.v1 = this.v1.toArray();
  22917. data.v2 = this.v2.toArray();
  22918. data.v3 = this.v3.toArray();
  22919. return data;
  22920. };
  22921. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22922. Curve.prototype.fromJSON.call( this, json );
  22923. this.v0.fromArray( json.v0 );
  22924. this.v1.fromArray( json.v1 );
  22925. this.v2.fromArray( json.v2 );
  22926. this.v3.fromArray( json.v3 );
  22927. return this;
  22928. };
  22929. function LineCurve( v1, v2 ) {
  22930. Curve.call( this );
  22931. this.type = 'LineCurve';
  22932. this.v1 = v1 || new Vector2();
  22933. this.v2 = v2 || new Vector2();
  22934. }
  22935. LineCurve.prototype = Object.create( Curve.prototype );
  22936. LineCurve.prototype.constructor = LineCurve;
  22937. LineCurve.prototype.isLineCurve = true;
  22938. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22939. var point = optionalTarget || new Vector2();
  22940. if ( t === 1 ) {
  22941. point.copy( this.v2 );
  22942. } else {
  22943. point.copy( this.v2 ).sub( this.v1 );
  22944. point.multiplyScalar( t ).add( this.v1 );
  22945. }
  22946. return point;
  22947. };
  22948. // Line curve is linear, so we can overwrite default getPointAt
  22949. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22950. return this.getPoint( u, optionalTarget );
  22951. };
  22952. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22953. var tangent = optionalTarget || new Vector2();
  22954. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22955. return tangent;
  22956. };
  22957. LineCurve.prototype.copy = function ( source ) {
  22958. Curve.prototype.copy.call( this, source );
  22959. this.v1.copy( source.v1 );
  22960. this.v2.copy( source.v2 );
  22961. return this;
  22962. };
  22963. LineCurve.prototype.toJSON = function () {
  22964. var data = Curve.prototype.toJSON.call( this );
  22965. data.v1 = this.v1.toArray();
  22966. data.v2 = this.v2.toArray();
  22967. return data;
  22968. };
  22969. LineCurve.prototype.fromJSON = function ( json ) {
  22970. Curve.prototype.fromJSON.call( this, json );
  22971. this.v1.fromArray( json.v1 );
  22972. this.v2.fromArray( json.v2 );
  22973. return this;
  22974. };
  22975. function LineCurve3( v1, v2 ) {
  22976. Curve.call( this );
  22977. this.type = 'LineCurve3';
  22978. this.v1 = v1 || new Vector3();
  22979. this.v2 = v2 || new Vector3();
  22980. }
  22981. LineCurve3.prototype = Object.create( Curve.prototype );
  22982. LineCurve3.prototype.constructor = LineCurve3;
  22983. LineCurve3.prototype.isLineCurve3 = true;
  22984. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22985. var point = optionalTarget || new Vector3();
  22986. if ( t === 1 ) {
  22987. point.copy( this.v2 );
  22988. } else {
  22989. point.copy( this.v2 ).sub( this.v1 );
  22990. point.multiplyScalar( t ).add( this.v1 );
  22991. }
  22992. return point;
  22993. };
  22994. // Line curve is linear, so we can overwrite default getPointAt
  22995. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22996. return this.getPoint( u, optionalTarget );
  22997. };
  22998. LineCurve3.prototype.copy = function ( source ) {
  22999. Curve.prototype.copy.call( this, source );
  23000. this.v1.copy( source.v1 );
  23001. this.v2.copy( source.v2 );
  23002. return this;
  23003. };
  23004. LineCurve3.prototype.toJSON = function () {
  23005. var data = Curve.prototype.toJSON.call( this );
  23006. data.v1 = this.v1.toArray();
  23007. data.v2 = this.v2.toArray();
  23008. return data;
  23009. };
  23010. LineCurve3.prototype.fromJSON = function ( json ) {
  23011. Curve.prototype.fromJSON.call( this, json );
  23012. this.v1.fromArray( json.v1 );
  23013. this.v2.fromArray( json.v2 );
  23014. return this;
  23015. };
  23016. function QuadraticBezierCurve( v0, v1, v2 ) {
  23017. Curve.call( this );
  23018. this.type = 'QuadraticBezierCurve';
  23019. this.v0 = v0 || new Vector2();
  23020. this.v1 = v1 || new Vector2();
  23021. this.v2 = v2 || new Vector2();
  23022. }
  23023. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  23024. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23025. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23026. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23027. var point = optionalTarget || new Vector2();
  23028. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23029. point.set(
  23030. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23031. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23032. );
  23033. return point;
  23034. };
  23035. QuadraticBezierCurve.prototype.copy = function ( source ) {
  23036. Curve.prototype.copy.call( this, source );
  23037. this.v0.copy( source.v0 );
  23038. this.v1.copy( source.v1 );
  23039. this.v2.copy( source.v2 );
  23040. return this;
  23041. };
  23042. QuadraticBezierCurve.prototype.toJSON = function () {
  23043. var data = Curve.prototype.toJSON.call( this );
  23044. data.v0 = this.v0.toArray();
  23045. data.v1 = this.v1.toArray();
  23046. data.v2 = this.v2.toArray();
  23047. return data;
  23048. };
  23049. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  23050. Curve.prototype.fromJSON.call( this, json );
  23051. this.v0.fromArray( json.v0 );
  23052. this.v1.fromArray( json.v1 );
  23053. this.v2.fromArray( json.v2 );
  23054. return this;
  23055. };
  23056. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23057. Curve.call( this );
  23058. this.type = 'QuadraticBezierCurve3';
  23059. this.v0 = v0 || new Vector3();
  23060. this.v1 = v1 || new Vector3();
  23061. this.v2 = v2 || new Vector3();
  23062. }
  23063. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23064. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23065. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23066. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23067. var point = optionalTarget || new Vector3();
  23068. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23069. point.set(
  23070. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23071. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23072. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23073. );
  23074. return point;
  23075. };
  23076. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23077. Curve.prototype.copy.call( this, source );
  23078. this.v0.copy( source.v0 );
  23079. this.v1.copy( source.v1 );
  23080. this.v2.copy( source.v2 );
  23081. return this;
  23082. };
  23083. QuadraticBezierCurve3.prototype.toJSON = function () {
  23084. var data = Curve.prototype.toJSON.call( this );
  23085. data.v0 = this.v0.toArray();
  23086. data.v1 = this.v1.toArray();
  23087. data.v2 = this.v2.toArray();
  23088. return data;
  23089. };
  23090. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23091. Curve.prototype.fromJSON.call( this, json );
  23092. this.v0.fromArray( json.v0 );
  23093. this.v1.fromArray( json.v1 );
  23094. this.v2.fromArray( json.v2 );
  23095. return this;
  23096. };
  23097. function SplineCurve( points /* array of Vector2 */ ) {
  23098. Curve.call( this );
  23099. this.type = 'SplineCurve';
  23100. this.points = points || [];
  23101. }
  23102. SplineCurve.prototype = Object.create( Curve.prototype );
  23103. SplineCurve.prototype.constructor = SplineCurve;
  23104. SplineCurve.prototype.isSplineCurve = true;
  23105. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23106. var point = optionalTarget || new Vector2();
  23107. var points = this.points;
  23108. var p = ( points.length - 1 ) * t;
  23109. var intPoint = Math.floor( p );
  23110. var weight = p - intPoint;
  23111. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23112. var p1 = points[ intPoint ];
  23113. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23114. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23115. point.set(
  23116. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23117. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23118. );
  23119. return point;
  23120. };
  23121. SplineCurve.prototype.copy = function ( source ) {
  23122. Curve.prototype.copy.call( this, source );
  23123. this.points = [];
  23124. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23125. var point = source.points[ i ];
  23126. this.points.push( point.clone() );
  23127. }
  23128. return this;
  23129. };
  23130. SplineCurve.prototype.toJSON = function () {
  23131. var data = Curve.prototype.toJSON.call( this );
  23132. data.points = [];
  23133. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23134. var point = this.points[ i ];
  23135. data.points.push( point.toArray() );
  23136. }
  23137. return data;
  23138. };
  23139. SplineCurve.prototype.fromJSON = function ( json ) {
  23140. Curve.prototype.fromJSON.call( this, json );
  23141. this.points = [];
  23142. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23143. var point = json.points[ i ];
  23144. this.points.push( new Vector2().fromArray( point ) );
  23145. }
  23146. return this;
  23147. };
  23148. var Curves = /*#__PURE__*/Object.freeze({
  23149. __proto__: null,
  23150. ArcCurve: ArcCurve,
  23151. CatmullRomCurve3: CatmullRomCurve3,
  23152. CubicBezierCurve: CubicBezierCurve,
  23153. CubicBezierCurve3: CubicBezierCurve3,
  23154. EllipseCurve: EllipseCurve,
  23155. LineCurve: LineCurve,
  23156. LineCurve3: LineCurve3,
  23157. QuadraticBezierCurve: QuadraticBezierCurve,
  23158. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23159. SplineCurve: SplineCurve
  23160. });
  23161. /**
  23162. * @author zz85 / http://www.lab4games.net/zz85/blog
  23163. *
  23164. **/
  23165. /**************************************************************
  23166. * Curved Path - a curve path is simply a array of connected
  23167. * curves, but retains the api of a curve
  23168. **************************************************************/
  23169. function CurvePath() {
  23170. Curve.call( this );
  23171. this.type = 'CurvePath';
  23172. this.curves = [];
  23173. this.autoClose = false; // Automatically closes the path
  23174. }
  23175. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23176. constructor: CurvePath,
  23177. add: function ( curve ) {
  23178. this.curves.push( curve );
  23179. },
  23180. closePath: function () {
  23181. // Add a line curve if start and end of lines are not connected
  23182. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23183. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23184. if ( ! startPoint.equals( endPoint ) ) {
  23185. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23186. }
  23187. },
  23188. // To get accurate point with reference to
  23189. // entire path distance at time t,
  23190. // following has to be done:
  23191. // 1. Length of each sub path have to be known
  23192. // 2. Locate and identify type of curve
  23193. // 3. Get t for the curve
  23194. // 4. Return curve.getPointAt(t')
  23195. getPoint: function ( t ) {
  23196. var d = t * this.getLength();
  23197. var curveLengths = this.getCurveLengths();
  23198. var i = 0;
  23199. // To think about boundaries points.
  23200. while ( i < curveLengths.length ) {
  23201. if ( curveLengths[ i ] >= d ) {
  23202. var diff = curveLengths[ i ] - d;
  23203. var curve = this.curves[ i ];
  23204. var segmentLength = curve.getLength();
  23205. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23206. return curve.getPointAt( u );
  23207. }
  23208. i ++;
  23209. }
  23210. return null;
  23211. // loop where sum != 0, sum > d , sum+1 <d
  23212. },
  23213. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23214. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23215. // getPoint() depends on getLength
  23216. getLength: function () {
  23217. var lens = this.getCurveLengths();
  23218. return lens[ lens.length - 1 ];
  23219. },
  23220. // cacheLengths must be recalculated.
  23221. updateArcLengths: function () {
  23222. this.needsUpdate = true;
  23223. this.cacheLengths = null;
  23224. this.getCurveLengths();
  23225. },
  23226. // Compute lengths and cache them
  23227. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23228. getCurveLengths: function () {
  23229. // We use cache values if curves and cache array are same length
  23230. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23231. return this.cacheLengths;
  23232. }
  23233. // Get length of sub-curve
  23234. // Push sums into cached array
  23235. var lengths = [];
  23236. var sums = 0;
  23237. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23238. sums += this.curves[ i ].getLength();
  23239. lengths.push( sums );
  23240. }
  23241. this.cacheLengths = lengths;
  23242. return lengths;
  23243. },
  23244. getSpacedPoints: function ( divisions ) {
  23245. if ( divisions === undefined ) { divisions = 40; }
  23246. var points = [];
  23247. for ( var i = 0; i <= divisions; i ++ ) {
  23248. points.push( this.getPoint( i / divisions ) );
  23249. }
  23250. if ( this.autoClose ) {
  23251. points.push( points[ 0 ] );
  23252. }
  23253. return points;
  23254. },
  23255. getPoints: function ( divisions ) {
  23256. divisions = divisions || 12;
  23257. var points = [];
  23258. var last;
  23259. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23260. var curve = curves[ i ];
  23261. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23262. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23263. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23264. : divisions;
  23265. var pts = curve.getPoints( resolution );
  23266. for ( var j = 0; j < pts.length; j ++ ) {
  23267. var point = pts[ j ];
  23268. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23269. points.push( point );
  23270. last = point;
  23271. }
  23272. }
  23273. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23274. points.push( points[ 0 ] );
  23275. }
  23276. return points;
  23277. },
  23278. copy: function ( source ) {
  23279. Curve.prototype.copy.call( this, source );
  23280. this.curves = [];
  23281. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23282. var curve = source.curves[ i ];
  23283. this.curves.push( curve.clone() );
  23284. }
  23285. this.autoClose = source.autoClose;
  23286. return this;
  23287. },
  23288. toJSON: function () {
  23289. var data = Curve.prototype.toJSON.call( this );
  23290. data.autoClose = this.autoClose;
  23291. data.curves = [];
  23292. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23293. var curve = this.curves[ i ];
  23294. data.curves.push( curve.toJSON() );
  23295. }
  23296. return data;
  23297. },
  23298. fromJSON: function ( json ) {
  23299. Curve.prototype.fromJSON.call( this, json );
  23300. this.autoClose = json.autoClose;
  23301. this.curves = [];
  23302. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23303. var curve = json.curves[ i ];
  23304. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23305. }
  23306. return this;
  23307. }
  23308. } );
  23309. /**
  23310. * @author zz85 / http://www.lab4games.net/zz85/blog
  23311. * Creates free form 2d path using series of points, lines or curves.
  23312. **/
  23313. function Path( points ) {
  23314. CurvePath.call( this );
  23315. this.type = 'Path';
  23316. this.currentPoint = new Vector2();
  23317. if ( points ) {
  23318. this.setFromPoints( points );
  23319. }
  23320. }
  23321. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23322. constructor: Path,
  23323. setFromPoints: function ( points ) {
  23324. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23325. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23326. this.lineTo( points[ i ].x, points[ i ].y );
  23327. }
  23328. return this;
  23329. },
  23330. moveTo: function ( x, y ) {
  23331. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23332. return this;
  23333. },
  23334. lineTo: function ( x, y ) {
  23335. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23336. this.curves.push( curve );
  23337. this.currentPoint.set( x, y );
  23338. return this;
  23339. },
  23340. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23341. var curve = new QuadraticBezierCurve(
  23342. this.currentPoint.clone(),
  23343. new Vector2( aCPx, aCPy ),
  23344. new Vector2( aX, aY )
  23345. );
  23346. this.curves.push( curve );
  23347. this.currentPoint.set( aX, aY );
  23348. return this;
  23349. },
  23350. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23351. var curve = new CubicBezierCurve(
  23352. this.currentPoint.clone(),
  23353. new Vector2( aCP1x, aCP1y ),
  23354. new Vector2( aCP2x, aCP2y ),
  23355. new Vector2( aX, aY )
  23356. );
  23357. this.curves.push( curve );
  23358. this.currentPoint.set( aX, aY );
  23359. return this;
  23360. },
  23361. splineThru: function ( pts /*Array of Vector*/ ) {
  23362. var npts = [ this.currentPoint.clone() ].concat( pts );
  23363. var curve = new SplineCurve( npts );
  23364. this.curves.push( curve );
  23365. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23366. return this;
  23367. },
  23368. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23369. var x0 = this.currentPoint.x;
  23370. var y0 = this.currentPoint.y;
  23371. this.absarc( aX + x0, aY + y0, aRadius,
  23372. aStartAngle, aEndAngle, aClockwise );
  23373. return this;
  23374. },
  23375. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23376. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23377. return this;
  23378. },
  23379. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23380. var x0 = this.currentPoint.x;
  23381. var y0 = this.currentPoint.y;
  23382. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23383. return this;
  23384. },
  23385. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23386. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23387. if ( this.curves.length > 0 ) {
  23388. // if a previous curve is present, attempt to join
  23389. var firstPoint = curve.getPoint( 0 );
  23390. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23391. this.lineTo( firstPoint.x, firstPoint.y );
  23392. }
  23393. }
  23394. this.curves.push( curve );
  23395. var lastPoint = curve.getPoint( 1 );
  23396. this.currentPoint.copy( lastPoint );
  23397. return this;
  23398. },
  23399. copy: function ( source ) {
  23400. CurvePath.prototype.copy.call( this, source );
  23401. this.currentPoint.copy( source.currentPoint );
  23402. return this;
  23403. },
  23404. toJSON: function () {
  23405. var data = CurvePath.prototype.toJSON.call( this );
  23406. data.currentPoint = this.currentPoint.toArray();
  23407. return data;
  23408. },
  23409. fromJSON: function ( json ) {
  23410. CurvePath.prototype.fromJSON.call( this, json );
  23411. this.currentPoint.fromArray( json.currentPoint );
  23412. return this;
  23413. }
  23414. } );
  23415. /**
  23416. * @author zz85 / http://www.lab4games.net/zz85/blog
  23417. * Defines a 2d shape plane using paths.
  23418. **/
  23419. // STEP 1 Create a path.
  23420. // STEP 2 Turn path into shape.
  23421. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23422. // STEP 3a - Extract points from each shape, turn to vertices
  23423. // STEP 3b - Triangulate each shape, add faces.
  23424. function Shape( points ) {
  23425. Path.call( this, points );
  23426. this.uuid = MathUtils.generateUUID();
  23427. this.type = 'Shape';
  23428. this.holes = [];
  23429. }
  23430. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23431. constructor: Shape,
  23432. getPointsHoles: function ( divisions ) {
  23433. var holesPts = [];
  23434. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23435. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23436. }
  23437. return holesPts;
  23438. },
  23439. // get points of shape and holes (keypoints based on segments parameter)
  23440. extractPoints: function ( divisions ) {
  23441. return {
  23442. shape: this.getPoints( divisions ),
  23443. holes: this.getPointsHoles( divisions )
  23444. };
  23445. },
  23446. copy: function ( source ) {
  23447. Path.prototype.copy.call( this, source );
  23448. this.holes = [];
  23449. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23450. var hole = source.holes[ i ];
  23451. this.holes.push( hole.clone() );
  23452. }
  23453. return this;
  23454. },
  23455. toJSON: function () {
  23456. var data = Path.prototype.toJSON.call( this );
  23457. data.uuid = this.uuid;
  23458. data.holes = [];
  23459. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23460. var hole = this.holes[ i ];
  23461. data.holes.push( hole.toJSON() );
  23462. }
  23463. return data;
  23464. },
  23465. fromJSON: function ( json ) {
  23466. Path.prototype.fromJSON.call( this, json );
  23467. this.uuid = json.uuid;
  23468. this.holes = [];
  23469. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23470. var hole = json.holes[ i ];
  23471. this.holes.push( new Path().fromJSON( hole ) );
  23472. }
  23473. return this;
  23474. }
  23475. } );
  23476. /**
  23477. * @author mrdoob / http://mrdoob.com/
  23478. * @author alteredq / http://alteredqualia.com/
  23479. */
  23480. function Light( color, intensity ) {
  23481. Object3D.call( this );
  23482. this.type = 'Light';
  23483. this.color = new Color( color );
  23484. this.intensity = intensity !== undefined ? intensity : 1;
  23485. this.receiveShadow = undefined;
  23486. }
  23487. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23488. constructor: Light,
  23489. isLight: true,
  23490. copy: function ( source ) {
  23491. Object3D.prototype.copy.call( this, source );
  23492. this.color.copy( source.color );
  23493. this.intensity = source.intensity;
  23494. return this;
  23495. },
  23496. toJSON: function ( meta ) {
  23497. var data = Object3D.prototype.toJSON.call( this, meta );
  23498. data.object.color = this.color.getHex();
  23499. data.object.intensity = this.intensity;
  23500. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23501. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23502. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23503. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23504. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23505. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23506. return data;
  23507. }
  23508. } );
  23509. /**
  23510. * @author alteredq / http://alteredqualia.com/
  23511. */
  23512. function HemisphereLight( skyColor, groundColor, intensity ) {
  23513. Light.call( this, skyColor, intensity );
  23514. this.type = 'HemisphereLight';
  23515. this.castShadow = undefined;
  23516. this.position.copy( Object3D.DefaultUp );
  23517. this.updateMatrix();
  23518. this.groundColor = new Color( groundColor );
  23519. }
  23520. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23521. constructor: HemisphereLight,
  23522. isHemisphereLight: true,
  23523. copy: function ( source ) {
  23524. Light.prototype.copy.call( this, source );
  23525. this.groundColor.copy( source.groundColor );
  23526. return this;
  23527. }
  23528. } );
  23529. /**
  23530. * @author mrdoob / http://mrdoob.com/
  23531. */
  23532. function LightShadow( camera ) {
  23533. this.camera = camera;
  23534. this.bias = 0;
  23535. this.normalOffset = 0;
  23536. this.radius = 1;
  23537. this.mapSize = new Vector2( 512, 512 );
  23538. this.map = null;
  23539. this.mapPass = null;
  23540. this.matrix = new Matrix4();
  23541. this._frustum = new Frustum();
  23542. this._frameExtents = new Vector2( 1, 1 );
  23543. this._viewportCount = 1;
  23544. this._viewports = [
  23545. new Vector4( 0, 0, 1, 1 )
  23546. ];
  23547. }
  23548. Object.assign( LightShadow.prototype, {
  23549. _projScreenMatrix: new Matrix4(),
  23550. _lightPositionWorld: new Vector3(),
  23551. _lookTarget: new Vector3(),
  23552. getViewportCount: function () {
  23553. return this._viewportCount;
  23554. },
  23555. getFrustum: function () {
  23556. return this._frustum;
  23557. },
  23558. updateMatrices: function ( light ) {
  23559. var shadowCamera = this.camera,
  23560. shadowMatrix = this.matrix,
  23561. projScreenMatrix = this._projScreenMatrix,
  23562. lookTarget = this._lookTarget,
  23563. lightPositionWorld = this._lightPositionWorld;
  23564. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23565. shadowCamera.position.copy( lightPositionWorld );
  23566. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23567. shadowCamera.lookAt( lookTarget );
  23568. shadowCamera.updateMatrixWorld();
  23569. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23570. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23571. shadowMatrix.set(
  23572. 0.5, 0.0, 0.0, 0.5,
  23573. 0.0, 0.5, 0.0, 0.5,
  23574. 0.0, 0.0, 0.5, 0.5,
  23575. 0.0, 0.0, 0.0, 1.0
  23576. );
  23577. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23578. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23579. },
  23580. getViewport: function ( viewportIndex ) {
  23581. return this._viewports[ viewportIndex ];
  23582. },
  23583. getFrameExtents: function () {
  23584. return this._frameExtents;
  23585. },
  23586. copy: function ( source ) {
  23587. this.camera = source.camera.clone();
  23588. this.bias = source.bias;
  23589. this.radius = source.radius;
  23590. this.mapSize.copy( source.mapSize );
  23591. return this;
  23592. },
  23593. clone: function () {
  23594. return new this.constructor().copy( this );
  23595. },
  23596. toJSON: function () {
  23597. var object = {};
  23598. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23599. if ( this.normalOffset !== 0 ) { object.normalOffset = this.normalOffset; }
  23600. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23601. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23602. object.camera = this.camera.toJSON( false ).object;
  23603. delete object.camera.matrix;
  23604. return object;
  23605. }
  23606. } );
  23607. /**
  23608. * @author mrdoob / http://mrdoob.com/
  23609. */
  23610. function SpotLightShadow() {
  23611. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23612. }
  23613. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23614. constructor: SpotLightShadow,
  23615. isSpotLightShadow: true,
  23616. updateMatrices: function ( light ) {
  23617. var camera = this.camera;
  23618. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23619. var aspect = this.mapSize.width / this.mapSize.height;
  23620. var far = light.distance || camera.far;
  23621. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23622. camera.fov = fov;
  23623. camera.aspect = aspect;
  23624. camera.far = far;
  23625. camera.updateProjectionMatrix();
  23626. }
  23627. LightShadow.prototype.updateMatrices.call( this, light );
  23628. }
  23629. } );
  23630. /**
  23631. * @author alteredq / http://alteredqualia.com/
  23632. */
  23633. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23634. Light.call( this, color, intensity );
  23635. this.type = 'SpotLight';
  23636. this.position.copy( Object3D.DefaultUp );
  23637. this.updateMatrix();
  23638. this.target = new Object3D();
  23639. Object.defineProperty( this, 'power', {
  23640. get: function () {
  23641. // intensity = power per solid angle.
  23642. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23643. return this.intensity * Math.PI;
  23644. },
  23645. set: function ( power ) {
  23646. // intensity = power per solid angle.
  23647. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23648. this.intensity = power / Math.PI;
  23649. }
  23650. } );
  23651. this.distance = ( distance !== undefined ) ? distance : 0;
  23652. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23653. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23654. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23655. this.shadow = new SpotLightShadow();
  23656. }
  23657. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23658. constructor: SpotLight,
  23659. isSpotLight: true,
  23660. copy: function ( source ) {
  23661. Light.prototype.copy.call( this, source );
  23662. this.distance = source.distance;
  23663. this.angle = source.angle;
  23664. this.penumbra = source.penumbra;
  23665. this.decay = source.decay;
  23666. this.target = source.target.clone();
  23667. this.shadow = source.shadow.clone();
  23668. return this;
  23669. }
  23670. } );
  23671. function PointLightShadow() {
  23672. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23673. this._frameExtents = new Vector2( 4, 2 );
  23674. this._viewportCount = 6;
  23675. this._viewports = [
  23676. // These viewports map a cube-map onto a 2D texture with the
  23677. // following orientation:
  23678. //
  23679. // xzXZ
  23680. // y Y
  23681. //
  23682. // X - Positive x direction
  23683. // x - Negative x direction
  23684. // Y - Positive y direction
  23685. // y - Negative y direction
  23686. // Z - Positive z direction
  23687. // z - Negative z direction
  23688. // positive X
  23689. new Vector4( 2, 1, 1, 1 ),
  23690. // negative X
  23691. new Vector4( 0, 1, 1, 1 ),
  23692. // positive Z
  23693. new Vector4( 3, 1, 1, 1 ),
  23694. // negative Z
  23695. new Vector4( 1, 1, 1, 1 ),
  23696. // positive Y
  23697. new Vector4( 3, 0, 1, 1 ),
  23698. // negative Y
  23699. new Vector4( 1, 0, 1, 1 )
  23700. ];
  23701. this._cubeDirections = [
  23702. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23703. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23704. ];
  23705. this._cubeUps = [
  23706. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23707. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23708. ];
  23709. }
  23710. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23711. constructor: PointLightShadow,
  23712. isPointLightShadow: true,
  23713. updateMatrices: function ( light, viewportIndex ) {
  23714. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23715. var camera = this.camera,
  23716. shadowMatrix = this.matrix,
  23717. lightPositionWorld = this._lightPositionWorld,
  23718. lookTarget = this._lookTarget,
  23719. projScreenMatrix = this._projScreenMatrix;
  23720. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23721. camera.position.copy( lightPositionWorld );
  23722. lookTarget.copy( camera.position );
  23723. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23724. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23725. camera.lookAt( lookTarget );
  23726. camera.updateMatrixWorld();
  23727. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23728. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23729. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23730. }
  23731. } );
  23732. /**
  23733. * @author mrdoob / http://mrdoob.com/
  23734. */
  23735. function PointLight( color, intensity, distance, decay ) {
  23736. Light.call( this, color, intensity );
  23737. this.type = 'PointLight';
  23738. Object.defineProperty( this, 'power', {
  23739. get: function () {
  23740. // intensity = power per solid angle.
  23741. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23742. return this.intensity * 4 * Math.PI;
  23743. },
  23744. set: function ( power ) {
  23745. // intensity = power per solid angle.
  23746. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23747. this.intensity = power / ( 4 * Math.PI );
  23748. }
  23749. } );
  23750. this.distance = ( distance !== undefined ) ? distance : 0;
  23751. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23752. this.shadow = new PointLightShadow();
  23753. }
  23754. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23755. constructor: PointLight,
  23756. isPointLight: true,
  23757. copy: function ( source ) {
  23758. Light.prototype.copy.call( this, source );
  23759. this.distance = source.distance;
  23760. this.decay = source.decay;
  23761. this.shadow = source.shadow.clone();
  23762. return this;
  23763. }
  23764. } );
  23765. /**
  23766. * @author alteredq / http://alteredqualia.com/
  23767. * @author arose / http://github.com/arose
  23768. */
  23769. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23770. Camera.call( this );
  23771. this.type = 'OrthographicCamera';
  23772. this.zoom = 1;
  23773. this.view = null;
  23774. this.left = ( left !== undefined ) ? left : - 1;
  23775. this.right = ( right !== undefined ) ? right : 1;
  23776. this.top = ( top !== undefined ) ? top : 1;
  23777. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23778. this.near = ( near !== undefined ) ? near : 0.1;
  23779. this.far = ( far !== undefined ) ? far : 2000;
  23780. this.updateProjectionMatrix();
  23781. }
  23782. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23783. constructor: OrthographicCamera,
  23784. isOrthographicCamera: true,
  23785. copy: function ( source, recursive ) {
  23786. Camera.prototype.copy.call( this, source, recursive );
  23787. this.left = source.left;
  23788. this.right = source.right;
  23789. this.top = source.top;
  23790. this.bottom = source.bottom;
  23791. this.near = source.near;
  23792. this.far = source.far;
  23793. this.zoom = source.zoom;
  23794. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23795. return this;
  23796. },
  23797. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23798. if ( this.view === null ) {
  23799. this.view = {
  23800. enabled: true,
  23801. fullWidth: 1,
  23802. fullHeight: 1,
  23803. offsetX: 0,
  23804. offsetY: 0,
  23805. width: 1,
  23806. height: 1
  23807. };
  23808. }
  23809. this.view.enabled = true;
  23810. this.view.fullWidth = fullWidth;
  23811. this.view.fullHeight = fullHeight;
  23812. this.view.offsetX = x;
  23813. this.view.offsetY = y;
  23814. this.view.width = width;
  23815. this.view.height = height;
  23816. this.updateProjectionMatrix();
  23817. },
  23818. clearViewOffset: function () {
  23819. if ( this.view !== null ) {
  23820. this.view.enabled = false;
  23821. }
  23822. this.updateProjectionMatrix();
  23823. },
  23824. updateProjectionMatrix: function () {
  23825. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23826. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23827. var cx = ( this.right + this.left ) / 2;
  23828. var cy = ( this.top + this.bottom ) / 2;
  23829. var left = cx - dx;
  23830. var right = cx + dx;
  23831. var top = cy + dy;
  23832. var bottom = cy - dy;
  23833. if ( this.view !== null && this.view.enabled ) {
  23834. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23835. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23836. left += scaleW * this.view.offsetX;
  23837. right = left + scaleW * this.view.width;
  23838. top -= scaleH * this.view.offsetY;
  23839. bottom = top - scaleH * this.view.height;
  23840. }
  23841. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23842. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23843. },
  23844. toJSON: function ( meta ) {
  23845. var data = Object3D.prototype.toJSON.call( this, meta );
  23846. data.object.zoom = this.zoom;
  23847. data.object.left = this.left;
  23848. data.object.right = this.right;
  23849. data.object.top = this.top;
  23850. data.object.bottom = this.bottom;
  23851. data.object.near = this.near;
  23852. data.object.far = this.far;
  23853. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23854. return data;
  23855. }
  23856. } );
  23857. /**
  23858. * @author mrdoob / http://mrdoob.com/
  23859. */
  23860. function DirectionalLightShadow() {
  23861. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23862. }
  23863. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23864. constructor: DirectionalLightShadow,
  23865. isDirectionalLightShadow: true,
  23866. updateMatrices: function ( light ) {
  23867. LightShadow.prototype.updateMatrices.call( this, light );
  23868. }
  23869. } );
  23870. /**
  23871. * @author mrdoob / http://mrdoob.com/
  23872. * @author alteredq / http://alteredqualia.com/
  23873. */
  23874. function DirectionalLight( color, intensity ) {
  23875. Light.call( this, color, intensity );
  23876. this.type = 'DirectionalLight';
  23877. this.position.copy( Object3D.DefaultUp );
  23878. this.updateMatrix();
  23879. this.target = new Object3D();
  23880. this.shadow = new DirectionalLightShadow();
  23881. }
  23882. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23883. constructor: DirectionalLight,
  23884. isDirectionalLight: true,
  23885. copy: function ( source ) {
  23886. Light.prototype.copy.call( this, source );
  23887. this.target = source.target.clone();
  23888. this.shadow = source.shadow.clone();
  23889. return this;
  23890. }
  23891. } );
  23892. /**
  23893. * @author mrdoob / http://mrdoob.com/
  23894. */
  23895. function AmbientLight( color, intensity ) {
  23896. Light.call( this, color, intensity );
  23897. this.type = 'AmbientLight';
  23898. this.castShadow = undefined;
  23899. }
  23900. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23901. constructor: AmbientLight,
  23902. isAmbientLight: true
  23903. } );
  23904. /**
  23905. * @author abelnation / http://github.com/abelnation
  23906. */
  23907. function RectAreaLight( color, intensity, width, height ) {
  23908. Light.call( this, color, intensity );
  23909. this.type = 'RectAreaLight';
  23910. this.width = ( width !== undefined ) ? width : 10;
  23911. this.height = ( height !== undefined ) ? height : 10;
  23912. }
  23913. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23914. constructor: RectAreaLight,
  23915. isRectAreaLight: true,
  23916. copy: function ( source ) {
  23917. Light.prototype.copy.call( this, source );
  23918. this.width = source.width;
  23919. this.height = source.height;
  23920. return this;
  23921. },
  23922. toJSON: function ( meta ) {
  23923. var data = Light.prototype.toJSON.call( this, meta );
  23924. data.object.width = this.width;
  23925. data.object.height = this.height;
  23926. return data;
  23927. }
  23928. } );
  23929. /**
  23930. * @author bhouston / http://clara.io
  23931. * @author WestLangley / http://github.com/WestLangley
  23932. *
  23933. * Primary reference:
  23934. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23935. *
  23936. * Secondary reference:
  23937. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23938. */
  23939. // 3-band SH defined by 9 coefficients
  23940. function SphericalHarmonics3() {
  23941. this.coefficients = [];
  23942. for ( var i = 0; i < 9; i ++ ) {
  23943. this.coefficients.push( new Vector3() );
  23944. }
  23945. }
  23946. Object.assign( SphericalHarmonics3.prototype, {
  23947. isSphericalHarmonics3: true,
  23948. set: function ( coefficients ) {
  23949. for ( var i = 0; i < 9; i ++ ) {
  23950. this.coefficients[ i ].copy( coefficients[ i ] );
  23951. }
  23952. return this;
  23953. },
  23954. zero: function () {
  23955. for ( var i = 0; i < 9; i ++ ) {
  23956. this.coefficients[ i ].set( 0, 0, 0 );
  23957. }
  23958. return this;
  23959. },
  23960. // get the radiance in the direction of the normal
  23961. // target is a Vector3
  23962. getAt: function ( normal, target ) {
  23963. // normal is assumed to be unit length
  23964. var x = normal.x, y = normal.y, z = normal.z;
  23965. var coeff = this.coefficients;
  23966. // band 0
  23967. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23968. // band 1
  23969. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23970. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23971. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23972. // band 2
  23973. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23974. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23975. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23976. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23977. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23978. return target;
  23979. },
  23980. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23981. // target is a Vector3
  23982. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23983. getIrradianceAt: function ( normal, target ) {
  23984. // normal is assumed to be unit length
  23985. var x = normal.x, y = normal.y, z = normal.z;
  23986. var coeff = this.coefficients;
  23987. // band 0
  23988. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23989. // band 1
  23990. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23991. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23992. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23993. // band 2
  23994. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23995. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23996. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23997. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23998. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23999. return target;
  24000. },
  24001. add: function ( sh ) {
  24002. for ( var i = 0; i < 9; i ++ ) {
  24003. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24004. }
  24005. return this;
  24006. },
  24007. addScaledSH: function ( sh, s ) {
  24008. for ( var i = 0; i < 9; i ++ ) {
  24009. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  24010. }
  24011. return this;
  24012. },
  24013. scale: function ( s ) {
  24014. for ( var i = 0; i < 9; i ++ ) {
  24015. this.coefficients[ i ].multiplyScalar( s );
  24016. }
  24017. return this;
  24018. },
  24019. lerp: function ( sh, alpha ) {
  24020. for ( var i = 0; i < 9; i ++ ) {
  24021. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24022. }
  24023. return this;
  24024. },
  24025. equals: function ( sh ) {
  24026. for ( var i = 0; i < 9; i ++ ) {
  24027. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24028. return false;
  24029. }
  24030. }
  24031. return true;
  24032. },
  24033. copy: function ( sh ) {
  24034. return this.set( sh.coefficients );
  24035. },
  24036. clone: function () {
  24037. return new this.constructor().copy( this );
  24038. },
  24039. fromArray: function ( array, offset ) {
  24040. if ( offset === undefined ) { offset = 0; }
  24041. var coefficients = this.coefficients;
  24042. for ( var i = 0; i < 9; i ++ ) {
  24043. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24044. }
  24045. return this;
  24046. },
  24047. toArray: function ( array, offset ) {
  24048. if ( array === undefined ) { array = []; }
  24049. if ( offset === undefined ) { offset = 0; }
  24050. var coefficients = this.coefficients;
  24051. for ( var i = 0; i < 9; i ++ ) {
  24052. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24053. }
  24054. return array;
  24055. }
  24056. } );
  24057. Object.assign( SphericalHarmonics3, {
  24058. // evaluate the basis functions
  24059. // shBasis is an Array[ 9 ]
  24060. getBasisAt: function ( normal, shBasis ) {
  24061. // normal is assumed to be unit length
  24062. var x = normal.x, y = normal.y, z = normal.z;
  24063. // band 0
  24064. shBasis[ 0 ] = 0.282095;
  24065. // band 1
  24066. shBasis[ 1 ] = 0.488603 * y;
  24067. shBasis[ 2 ] = 0.488603 * z;
  24068. shBasis[ 3 ] = 0.488603 * x;
  24069. // band 2
  24070. shBasis[ 4 ] = 1.092548 * x * y;
  24071. shBasis[ 5 ] = 1.092548 * y * z;
  24072. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24073. shBasis[ 7 ] = 1.092548 * x * z;
  24074. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24075. }
  24076. } );
  24077. /**
  24078. * @author WestLangley / http://github.com/WestLangley
  24079. *
  24080. * A LightProbe is a source of indirect-diffuse light
  24081. */
  24082. function LightProbe( sh, intensity ) {
  24083. Light.call( this, undefined, intensity );
  24084. this.type = 'LightProbe';
  24085. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24086. }
  24087. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24088. constructor: LightProbe,
  24089. isLightProbe: true,
  24090. copy: function ( source ) {
  24091. Light.prototype.copy.call( this, source );
  24092. this.sh.copy( source.sh );
  24093. return this;
  24094. },
  24095. fromJSON: function ( json ) {
  24096. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24097. this.sh.fromArray( json.sh );
  24098. return this;
  24099. },
  24100. toJSON: function ( meta ) {
  24101. var data = Light.prototype.toJSON.call( this, meta );
  24102. data.object.sh = this.sh.toArray();
  24103. return data;
  24104. }
  24105. } );
  24106. /**
  24107. * @author mrdoob / http://mrdoob.com/
  24108. */
  24109. function MaterialLoader( manager ) {
  24110. Loader.call( this, manager );
  24111. this.textures = {};
  24112. }
  24113. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24114. constructor: MaterialLoader,
  24115. load: function ( url, onLoad, onProgress, onError ) {
  24116. var scope = this;
  24117. var loader = new FileLoader( scope.manager );
  24118. loader.setPath( scope.path );
  24119. loader.load( url, function ( text ) {
  24120. try {
  24121. onLoad( scope.parse( JSON.parse( text ) ) );
  24122. } catch ( e ) {
  24123. if ( onError ) {
  24124. onError( e );
  24125. } else {
  24126. console.error( e );
  24127. }
  24128. scope.manager.itemError( url );
  24129. }
  24130. }, onProgress, onError );
  24131. },
  24132. parse: function ( json ) {
  24133. var textures = this.textures;
  24134. function getTexture( name ) {
  24135. if ( textures[ name ] === undefined ) {
  24136. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24137. }
  24138. return textures[ name ];
  24139. }
  24140. var material = new Materials[ json.type ]();
  24141. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24142. if ( json.name !== undefined ) { material.name = json.name; }
  24143. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24144. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24145. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24146. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24147. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24148. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24149. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24150. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24151. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24152. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24153. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24154. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24155. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24156. if ( json.side !== undefined ) { material.side = json.side; }
  24157. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24158. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24159. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24160. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24161. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24162. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24163. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24164. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24165. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24166. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24167. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24168. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24169. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24170. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24171. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24172. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24173. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24174. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24175. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24176. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24177. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24178. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24179. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24180. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24181. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24182. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24183. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24184. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24185. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24186. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24187. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24188. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24189. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24190. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24191. if ( json.vertexColors !== undefined ) {
  24192. if ( typeof json.vertexColors === 'number' ) {
  24193. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24194. } else {
  24195. material.vertexColors = json.vertexColors;
  24196. }
  24197. }
  24198. // Shader Material
  24199. if ( json.uniforms !== undefined ) {
  24200. for ( var name in json.uniforms ) {
  24201. var uniform = json.uniforms[ name ];
  24202. material.uniforms[ name ] = {};
  24203. switch ( uniform.type ) {
  24204. case 't':
  24205. material.uniforms[ name ].value = getTexture( uniform.value );
  24206. break;
  24207. case 'c':
  24208. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24209. break;
  24210. case 'v2':
  24211. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24212. break;
  24213. case 'v3':
  24214. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24215. break;
  24216. case 'v4':
  24217. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24218. break;
  24219. case 'm3':
  24220. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24221. case 'm4':
  24222. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24223. break;
  24224. default:
  24225. material.uniforms[ name ].value = uniform.value;
  24226. }
  24227. }
  24228. }
  24229. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24230. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24231. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24232. if ( json.extensions !== undefined ) {
  24233. for ( var key in json.extensions ) {
  24234. material.extensions[ key ] = json.extensions[ key ];
  24235. }
  24236. }
  24237. // Deprecated
  24238. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24239. // for PointsMaterial
  24240. if ( json.size !== undefined ) { material.size = json.size; }
  24241. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24242. // maps
  24243. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24244. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24245. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24246. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24247. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24248. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24249. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24250. if ( json.normalScale !== undefined ) {
  24251. var normalScale = json.normalScale;
  24252. if ( Array.isArray( normalScale ) === false ) {
  24253. // Blender exporter used to export a scalar. See #7459
  24254. normalScale = [ normalScale, normalScale ];
  24255. }
  24256. material.normalScale = new Vector2().fromArray( normalScale );
  24257. }
  24258. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24259. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24260. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24261. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24262. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24263. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24264. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24265. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24266. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24267. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24268. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24269. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24270. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24271. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24272. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24273. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24274. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24275. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24276. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24277. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24278. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24279. return material;
  24280. },
  24281. setTextures: function ( value ) {
  24282. this.textures = value;
  24283. return this;
  24284. }
  24285. } );
  24286. /**
  24287. * @author Don McCurdy / https://www.donmccurdy.com
  24288. */
  24289. var LoaderUtils = {
  24290. decodeText: function ( array ) {
  24291. if ( typeof TextDecoder !== 'undefined' ) {
  24292. return new TextDecoder().decode( array );
  24293. }
  24294. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24295. // throws a "maximum call stack size exceeded" error for large arrays.
  24296. var s = '';
  24297. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24298. // Implicitly assumes little-endian.
  24299. s += String.fromCharCode( array[ i ] );
  24300. }
  24301. try {
  24302. // merges multi-byte utf-8 characters.
  24303. return decodeURIComponent( escape( s ) );
  24304. } catch ( e ) { // see #16358
  24305. return s;
  24306. }
  24307. },
  24308. extractUrlBase: function ( url ) {
  24309. var index = url.lastIndexOf( '/' );
  24310. if ( index === - 1 ) { return './'; }
  24311. return url.substr( 0, index + 1 );
  24312. }
  24313. };
  24314. /**
  24315. * @author benaadams / https://twitter.com/ben_a_adams
  24316. */
  24317. function InstancedBufferGeometry() {
  24318. BufferGeometry.call( this );
  24319. this.type = 'InstancedBufferGeometry';
  24320. this.instanceCount = Infinity;
  24321. }
  24322. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24323. constructor: InstancedBufferGeometry,
  24324. isInstancedBufferGeometry: true,
  24325. copy: function ( source ) {
  24326. BufferGeometry.prototype.copy.call( this, source );
  24327. this.instanceCount = source.instanceCount;
  24328. return this;
  24329. },
  24330. clone: function () {
  24331. return new this.constructor().copy( this );
  24332. },
  24333. toJSON: function () {
  24334. var data = BufferGeometry.prototype.toJSON.call( this );
  24335. data.instanceCount = this.instanceCount;
  24336. data.isInstancedBufferGeometry = true;
  24337. return data;
  24338. }
  24339. } );
  24340. /**
  24341. * @author benaadams / https://twitter.com/ben_a_adams
  24342. */
  24343. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24344. if ( typeof ( normalized ) === 'number' ) {
  24345. meshPerAttribute = normalized;
  24346. normalized = false;
  24347. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24348. }
  24349. BufferAttribute.call( this, array, itemSize, normalized );
  24350. this.meshPerAttribute = meshPerAttribute || 1;
  24351. }
  24352. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24353. constructor: InstancedBufferAttribute,
  24354. isInstancedBufferAttribute: true,
  24355. copy: function ( source ) {
  24356. BufferAttribute.prototype.copy.call( this, source );
  24357. this.meshPerAttribute = source.meshPerAttribute;
  24358. return this;
  24359. },
  24360. toJSON: function () {
  24361. var data = BufferAttribute.prototype.toJSON.call( this );
  24362. data.meshPerAttribute = this.meshPerAttribute;
  24363. data.isInstancedBufferAttribute = true;
  24364. return data;
  24365. }
  24366. } );
  24367. /**
  24368. * @author mrdoob / http://mrdoob.com/
  24369. */
  24370. function BufferGeometryLoader( manager ) {
  24371. Loader.call( this, manager );
  24372. }
  24373. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24374. constructor: BufferGeometryLoader,
  24375. load: function ( url, onLoad, onProgress, onError ) {
  24376. var scope = this;
  24377. var loader = new FileLoader( scope.manager );
  24378. loader.setPath( scope.path );
  24379. loader.load( url, function ( text ) {
  24380. try {
  24381. onLoad( scope.parse( JSON.parse( text ) ) );
  24382. } catch ( e ) {
  24383. if ( onError ) {
  24384. onError( e );
  24385. } else {
  24386. console.error( e );
  24387. }
  24388. scope.manager.itemError( url );
  24389. }
  24390. }, onProgress, onError );
  24391. },
  24392. parse: function ( json ) {
  24393. var interleavedBufferMap = {};
  24394. var arrayBufferMap = {};
  24395. function getInterleavedBuffer( json, uuid ) {
  24396. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24397. var interleavedBuffers = json.interleavedBuffers;
  24398. var interleavedBuffer = interleavedBuffers[ uuid ];
  24399. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24400. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24401. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24402. ib.uuid = interleavedBuffer.uuid;
  24403. interleavedBufferMap[ uuid ] = ib;
  24404. return ib;
  24405. }
  24406. function getArrayBuffer( json, uuid ) {
  24407. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24408. var arrayBuffers = json.arrayBuffers;
  24409. var arrayBuffer = arrayBuffers[ uuid ];
  24410. var ab = new Uint32Array( arrayBuffer ).buffer;
  24411. arrayBufferMap[ uuid ] = ab;
  24412. return ab;
  24413. }
  24414. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24415. var index = json.data.index;
  24416. if ( index !== undefined ) {
  24417. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24418. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24419. }
  24420. var attributes = json.data.attributes;
  24421. for ( var key in attributes ) {
  24422. var attribute = attributes[ key ];
  24423. var bufferAttribute = (void 0);
  24424. if ( attribute.isInterleavedBufferAttribute ) {
  24425. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24426. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24427. } else {
  24428. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24429. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24430. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24431. }
  24432. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24433. geometry.setAttribute( key, bufferAttribute );
  24434. }
  24435. var morphAttributes = json.data.morphAttributes;
  24436. if ( morphAttributes ) {
  24437. for ( var key$1 in morphAttributes ) {
  24438. var attributeArray = morphAttributes[ key$1 ];
  24439. var array = [];
  24440. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24441. var attribute$1 = attributeArray[ i ];
  24442. var bufferAttribute$1 = (void 0);
  24443. if ( attribute$1.isInterleavedBufferAttribute ) {
  24444. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24445. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24446. } else {
  24447. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24448. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24449. }
  24450. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24451. array.push( bufferAttribute$1 );
  24452. }
  24453. geometry.morphAttributes[ key$1 ] = array;
  24454. }
  24455. }
  24456. var morphTargetsRelative = json.data.morphTargetsRelative;
  24457. if ( morphTargetsRelative ) {
  24458. geometry.morphTargetsRelative = true;
  24459. }
  24460. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24461. if ( groups !== undefined ) {
  24462. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24463. var group = groups[ i$1 ];
  24464. geometry.addGroup( group.start, group.count, group.materialIndex );
  24465. }
  24466. }
  24467. var boundingSphere = json.data.boundingSphere;
  24468. if ( boundingSphere !== undefined ) {
  24469. var center = new Vector3();
  24470. if ( boundingSphere.center !== undefined ) {
  24471. center.fromArray( boundingSphere.center );
  24472. }
  24473. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24474. }
  24475. if ( json.name ) { geometry.name = json.name; }
  24476. if ( json.userData ) { geometry.userData = json.userData; }
  24477. return geometry;
  24478. }
  24479. } );
  24480. var TYPED_ARRAYS = {
  24481. Int8Array: Int8Array,
  24482. Uint8Array: Uint8Array,
  24483. // Workaround for IE11 pre KB2929437. See #11440
  24484. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24485. Int16Array: Int16Array,
  24486. Uint16Array: Uint16Array,
  24487. Int32Array: Int32Array,
  24488. Uint32Array: Uint32Array,
  24489. Float32Array: Float32Array,
  24490. Float64Array: Float64Array
  24491. };
  24492. /**
  24493. * @author mrdoob / http://mrdoob.com/
  24494. */
  24495. function ObjectLoader( manager ) {
  24496. Loader.call( this, manager );
  24497. }
  24498. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24499. constructor: ObjectLoader,
  24500. load: function ( url, onLoad, onProgress, onError ) {
  24501. var scope = this;
  24502. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24503. this.resourcePath = this.resourcePath || path;
  24504. var loader = new FileLoader( scope.manager );
  24505. loader.setPath( this.path );
  24506. loader.load( url, function ( text ) {
  24507. var json = null;
  24508. try {
  24509. json = JSON.parse( text );
  24510. } catch ( error ) {
  24511. if ( onError !== undefined ) { onError( error ); }
  24512. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24513. return;
  24514. }
  24515. var metadata = json.metadata;
  24516. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24517. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24518. return;
  24519. }
  24520. scope.parse( json, onLoad );
  24521. }, onProgress, onError );
  24522. },
  24523. parse: function ( json, onLoad ) {
  24524. var shapes = this.parseShape( json.shapes );
  24525. var geometries = this.parseGeometries( json.geometries, shapes );
  24526. var images = this.parseImages( json.images, function () {
  24527. if ( onLoad !== undefined ) { onLoad( object ); }
  24528. } );
  24529. var textures = this.parseTextures( json.textures, images );
  24530. var materials = this.parseMaterials( json.materials, textures );
  24531. var object = this.parseObject( json.object, geometries, materials );
  24532. if ( json.animations ) {
  24533. object.animations = this.parseAnimations( json.animations );
  24534. }
  24535. if ( json.images === undefined || json.images.length === 0 ) {
  24536. if ( onLoad !== undefined ) { onLoad( object ); }
  24537. }
  24538. return object;
  24539. },
  24540. parseShape: function ( json ) {
  24541. var shapes = {};
  24542. if ( json !== undefined ) {
  24543. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24544. var shape = new Shape().fromJSON( json[ i ] );
  24545. shapes[ shape.uuid ] = shape;
  24546. }
  24547. }
  24548. return shapes;
  24549. },
  24550. parseGeometries: function ( json, shapes ) {
  24551. var geometries = {};
  24552. var geometryShapes;
  24553. if ( json !== undefined ) {
  24554. var bufferGeometryLoader = new BufferGeometryLoader();
  24555. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24556. var geometry = (void 0);
  24557. var data = json[ i ];
  24558. switch ( data.type ) {
  24559. case 'PlaneGeometry':
  24560. case 'PlaneBufferGeometry':
  24561. geometry = new Geometries[ data.type ](
  24562. data.width,
  24563. data.height,
  24564. data.widthSegments,
  24565. data.heightSegments
  24566. );
  24567. break;
  24568. case 'BoxGeometry':
  24569. case 'BoxBufferGeometry':
  24570. case 'CubeGeometry': // backwards compatible
  24571. geometry = new Geometries[ data.type ](
  24572. data.width,
  24573. data.height,
  24574. data.depth,
  24575. data.widthSegments,
  24576. data.heightSegments,
  24577. data.depthSegments
  24578. );
  24579. break;
  24580. case 'CircleGeometry':
  24581. case 'CircleBufferGeometry':
  24582. geometry = new Geometries[ data.type ](
  24583. data.radius,
  24584. data.segments,
  24585. data.thetaStart,
  24586. data.thetaLength
  24587. );
  24588. break;
  24589. case 'CylinderGeometry':
  24590. case 'CylinderBufferGeometry':
  24591. geometry = new Geometries[ data.type ](
  24592. data.radiusTop,
  24593. data.radiusBottom,
  24594. data.height,
  24595. data.radialSegments,
  24596. data.heightSegments,
  24597. data.openEnded,
  24598. data.thetaStart,
  24599. data.thetaLength
  24600. );
  24601. break;
  24602. case 'ConeGeometry':
  24603. case 'ConeBufferGeometry':
  24604. geometry = new Geometries[ data.type ](
  24605. data.radius,
  24606. data.height,
  24607. data.radialSegments,
  24608. data.heightSegments,
  24609. data.openEnded,
  24610. data.thetaStart,
  24611. data.thetaLength
  24612. );
  24613. break;
  24614. case 'SphereGeometry':
  24615. case 'SphereBufferGeometry':
  24616. geometry = new Geometries[ data.type ](
  24617. data.radius,
  24618. data.widthSegments,
  24619. data.heightSegments,
  24620. data.phiStart,
  24621. data.phiLength,
  24622. data.thetaStart,
  24623. data.thetaLength
  24624. );
  24625. break;
  24626. case 'DodecahedronGeometry':
  24627. case 'DodecahedronBufferGeometry':
  24628. case 'IcosahedronGeometry':
  24629. case 'IcosahedronBufferGeometry':
  24630. case 'OctahedronGeometry':
  24631. case 'OctahedronBufferGeometry':
  24632. case 'TetrahedronGeometry':
  24633. case 'TetrahedronBufferGeometry':
  24634. geometry = new Geometries[ data.type ](
  24635. data.radius,
  24636. data.detail
  24637. );
  24638. break;
  24639. case 'RingGeometry':
  24640. case 'RingBufferGeometry':
  24641. geometry = new Geometries[ data.type ](
  24642. data.innerRadius,
  24643. data.outerRadius,
  24644. data.thetaSegments,
  24645. data.phiSegments,
  24646. data.thetaStart,
  24647. data.thetaLength
  24648. );
  24649. break;
  24650. case 'TorusGeometry':
  24651. case 'TorusBufferGeometry':
  24652. geometry = new Geometries[ data.type ](
  24653. data.radius,
  24654. data.tube,
  24655. data.radialSegments,
  24656. data.tubularSegments,
  24657. data.arc
  24658. );
  24659. break;
  24660. case 'TorusKnotGeometry':
  24661. case 'TorusKnotBufferGeometry':
  24662. geometry = new Geometries[ data.type ](
  24663. data.radius,
  24664. data.tube,
  24665. data.tubularSegments,
  24666. data.radialSegments,
  24667. data.p,
  24668. data.q
  24669. );
  24670. break;
  24671. case 'TubeGeometry':
  24672. case 'TubeBufferGeometry':
  24673. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24674. // User defined curves or instances of CurvePath will not be deserialized.
  24675. geometry = new Geometries[ data.type ](
  24676. new Curves[ data.path.type ]().fromJSON( data.path ),
  24677. data.tubularSegments,
  24678. data.radius,
  24679. data.radialSegments,
  24680. data.closed
  24681. );
  24682. break;
  24683. case 'LatheGeometry':
  24684. case 'LatheBufferGeometry':
  24685. geometry = new Geometries[ data.type ](
  24686. data.points,
  24687. data.segments,
  24688. data.phiStart,
  24689. data.phiLength
  24690. );
  24691. break;
  24692. case 'PolyhedronGeometry':
  24693. case 'PolyhedronBufferGeometry':
  24694. geometry = new Geometries[ data.type ](
  24695. data.vertices,
  24696. data.indices,
  24697. data.radius,
  24698. data.details
  24699. );
  24700. break;
  24701. case 'ShapeGeometry':
  24702. case 'ShapeBufferGeometry':
  24703. geometryShapes = [];
  24704. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24705. var shape = shapes[ data.shapes[ j ] ];
  24706. geometryShapes.push( shape );
  24707. }
  24708. geometry = new Geometries[ data.type ](
  24709. geometryShapes,
  24710. data.curveSegments
  24711. );
  24712. break;
  24713. case 'ExtrudeGeometry':
  24714. case 'ExtrudeBufferGeometry':
  24715. geometryShapes = [];
  24716. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24717. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24718. geometryShapes.push( shape$1 );
  24719. }
  24720. var extrudePath = data.options.extrudePath;
  24721. if ( extrudePath !== undefined ) {
  24722. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24723. }
  24724. geometry = new Geometries[ data.type ](
  24725. geometryShapes,
  24726. data.options
  24727. );
  24728. break;
  24729. case 'BufferGeometry':
  24730. case 'InstancedBufferGeometry':
  24731. geometry = bufferGeometryLoader.parse( data );
  24732. break;
  24733. case 'Geometry':
  24734. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24735. break;
  24736. default:
  24737. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24738. continue;
  24739. }
  24740. geometry.uuid = data.uuid;
  24741. if ( data.name !== undefined ) { geometry.name = data.name; }
  24742. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24743. geometries[ data.uuid ] = geometry;
  24744. }
  24745. }
  24746. return geometries;
  24747. },
  24748. parseMaterials: function ( json, textures ) {
  24749. var cache = {}; // MultiMaterial
  24750. var materials = {};
  24751. if ( json !== undefined ) {
  24752. var loader = new MaterialLoader();
  24753. loader.setTextures( textures );
  24754. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24755. var data = json[ i ];
  24756. if ( data.type === 'MultiMaterial' ) {
  24757. // Deprecated
  24758. var array = [];
  24759. for ( var j = 0; j < data.materials.length; j ++ ) {
  24760. var material = data.materials[ j ];
  24761. if ( cache[ material.uuid ] === undefined ) {
  24762. cache[ material.uuid ] = loader.parse( material );
  24763. }
  24764. array.push( cache[ material.uuid ] );
  24765. }
  24766. materials[ data.uuid ] = array;
  24767. } else {
  24768. if ( cache[ data.uuid ] === undefined ) {
  24769. cache[ data.uuid ] = loader.parse( data );
  24770. }
  24771. materials[ data.uuid ] = cache[ data.uuid ];
  24772. }
  24773. }
  24774. }
  24775. return materials;
  24776. },
  24777. parseAnimations: function ( json ) {
  24778. var animations = [];
  24779. for ( var i = 0; i < json.length; i ++ ) {
  24780. var data = json[ i ];
  24781. var clip = AnimationClip.parse( data );
  24782. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24783. animations.push( clip );
  24784. }
  24785. return animations;
  24786. },
  24787. parseImages: function ( json, onLoad ) {
  24788. var scope = this;
  24789. var images = {};
  24790. var loader;
  24791. function loadImage( url ) {
  24792. scope.manager.itemStart( url );
  24793. return loader.load( url, function () {
  24794. scope.manager.itemEnd( url );
  24795. }, undefined, function () {
  24796. scope.manager.itemError( url );
  24797. scope.manager.itemEnd( url );
  24798. } );
  24799. }
  24800. if ( json !== undefined && json.length > 0 ) {
  24801. var manager = new LoadingManager( onLoad );
  24802. loader = new ImageLoader( manager );
  24803. loader.setCrossOrigin( this.crossOrigin );
  24804. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24805. var image = json[ i ];
  24806. var url = image.url;
  24807. if ( Array.isArray( url ) ) {
  24808. // load array of images e.g CubeTexture
  24809. images[ image.uuid ] = [];
  24810. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24811. var currentUrl = url[ j ];
  24812. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24813. images[ image.uuid ].push( loadImage( path ) );
  24814. }
  24815. } else {
  24816. // load single image
  24817. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24818. images[ image.uuid ] = loadImage( path$1 );
  24819. }
  24820. }
  24821. }
  24822. return images;
  24823. },
  24824. parseTextures: function ( json, images ) {
  24825. function parseConstant( value, type ) {
  24826. if ( typeof value === 'number' ) { return value; }
  24827. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24828. return type[ value ];
  24829. }
  24830. var textures = {};
  24831. if ( json !== undefined ) {
  24832. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24833. var data = json[ i ];
  24834. if ( data.image === undefined ) {
  24835. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24836. }
  24837. if ( images[ data.image ] === undefined ) {
  24838. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24839. }
  24840. var texture = (void 0);
  24841. if ( Array.isArray( images[ data.image ] ) ) {
  24842. texture = new CubeTexture( images[ data.image ] );
  24843. } else {
  24844. texture = new Texture( images[ data.image ] );
  24845. }
  24846. texture.needsUpdate = true;
  24847. texture.uuid = data.uuid;
  24848. if ( data.name !== undefined ) { texture.name = data.name; }
  24849. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24850. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24851. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24852. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24853. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24854. if ( data.wrap !== undefined ) {
  24855. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24856. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24857. }
  24858. if ( data.format !== undefined ) { texture.format = data.format; }
  24859. if ( data.type !== undefined ) { texture.type = data.type; }
  24860. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24861. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24862. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24863. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24864. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24865. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24866. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24867. textures[ data.uuid ] = texture;
  24868. }
  24869. }
  24870. return textures;
  24871. },
  24872. parseObject: function ( data, geometries, materials ) {
  24873. var object;
  24874. function getGeometry( name ) {
  24875. if ( geometries[ name ] === undefined ) {
  24876. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24877. }
  24878. return geometries[ name ];
  24879. }
  24880. function getMaterial( name ) {
  24881. if ( name === undefined ) { return undefined; }
  24882. if ( Array.isArray( name ) ) {
  24883. var array = [];
  24884. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24885. var uuid = name[ i ];
  24886. if ( materials[ uuid ] === undefined ) {
  24887. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24888. }
  24889. array.push( materials[ uuid ] );
  24890. }
  24891. return array;
  24892. }
  24893. if ( materials[ name ] === undefined ) {
  24894. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24895. }
  24896. return materials[ name ];
  24897. }
  24898. var geometry, material;
  24899. switch ( data.type ) {
  24900. case 'Scene':
  24901. object = new Scene();
  24902. if ( data.background !== undefined ) {
  24903. if ( Number.isInteger( data.background ) ) {
  24904. object.background = new Color( data.background );
  24905. }
  24906. }
  24907. if ( data.fog !== undefined ) {
  24908. if ( data.fog.type === 'Fog' ) {
  24909. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24910. } else if ( data.fog.type === 'FogExp2' ) {
  24911. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24912. }
  24913. }
  24914. break;
  24915. case 'PerspectiveCamera':
  24916. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24917. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24918. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24919. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24920. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24921. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24922. break;
  24923. case 'OrthographicCamera':
  24924. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24925. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24926. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24927. break;
  24928. case 'AmbientLight':
  24929. object = new AmbientLight( data.color, data.intensity );
  24930. break;
  24931. case 'DirectionalLight':
  24932. object = new DirectionalLight( data.color, data.intensity );
  24933. break;
  24934. case 'PointLight':
  24935. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24936. break;
  24937. case 'RectAreaLight':
  24938. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24939. break;
  24940. case 'SpotLight':
  24941. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24942. break;
  24943. case 'HemisphereLight':
  24944. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24945. break;
  24946. case 'LightProbe':
  24947. object = new LightProbe().fromJSON( data );
  24948. break;
  24949. case 'SkinnedMesh':
  24950. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24951. case 'Mesh':
  24952. geometry = getGeometry( data.geometry );
  24953. material = getMaterial( data.material );
  24954. object = new Mesh( geometry, material );
  24955. break;
  24956. case 'InstancedMesh':
  24957. geometry = getGeometry( data.geometry );
  24958. material = getMaterial( data.material );
  24959. var count = data.count;
  24960. var instanceMatrix = data.instanceMatrix;
  24961. object = new InstancedMesh( geometry, material, count );
  24962. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24963. break;
  24964. case 'LOD':
  24965. object = new LOD();
  24966. break;
  24967. case 'Line':
  24968. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24969. break;
  24970. case 'LineLoop':
  24971. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24972. break;
  24973. case 'LineSegments':
  24974. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24975. break;
  24976. case 'PointCloud':
  24977. case 'Points':
  24978. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24979. break;
  24980. case 'Sprite':
  24981. object = new Sprite( getMaterial( data.material ) );
  24982. break;
  24983. case 'Group':
  24984. object = new Group();
  24985. break;
  24986. default:
  24987. object = new Object3D();
  24988. }
  24989. object.uuid = data.uuid;
  24990. if ( data.name !== undefined ) { object.name = data.name; }
  24991. if ( data.matrix !== undefined ) {
  24992. object.matrix.fromArray( data.matrix );
  24993. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24994. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24995. } else {
  24996. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24997. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24998. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24999. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  25000. }
  25001. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  25002. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  25003. if ( data.shadow ) {
  25004. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  25005. if ( data.shadow.normalOffset !== undefined ) { object.shadow.normalOffset = data.shadow.normalOffset; }
  25006. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  25007. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  25008. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  25009. }
  25010. if ( data.visible !== undefined ) { object.visible = data.visible; }
  25011. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  25012. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  25013. if ( data.userData !== undefined ) { object.userData = data.userData; }
  25014. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  25015. if ( data.children !== undefined ) {
  25016. var children = data.children;
  25017. for ( var i = 0; i < children.length; i ++ ) {
  25018. object.add( this.parseObject( children[ i ], geometries, materials ) );
  25019. }
  25020. }
  25021. if ( data.type === 'LOD' ) {
  25022. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  25023. var levels = data.levels;
  25024. for ( var l = 0; l < levels.length; l ++ ) {
  25025. var level = levels[ l ];
  25026. var child = object.getObjectByProperty( 'uuid', level.object );
  25027. if ( child !== undefined ) {
  25028. object.addLevel( child, level.distance );
  25029. }
  25030. }
  25031. }
  25032. return object;
  25033. }
  25034. } );
  25035. var TEXTURE_MAPPING = {
  25036. UVMapping: UVMapping,
  25037. CubeReflectionMapping: CubeReflectionMapping,
  25038. CubeRefractionMapping: CubeRefractionMapping,
  25039. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25040. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25041. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25042. CubeUVRefractionMapping: CubeUVRefractionMapping
  25043. };
  25044. var TEXTURE_WRAPPING = {
  25045. RepeatWrapping: RepeatWrapping,
  25046. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25047. MirroredRepeatWrapping: MirroredRepeatWrapping
  25048. };
  25049. var TEXTURE_FILTER = {
  25050. NearestFilter: NearestFilter,
  25051. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25052. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25053. LinearFilter: LinearFilter,
  25054. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25055. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25056. };
  25057. /**
  25058. * @author thespite / http://clicktorelease.com/
  25059. */
  25060. function ImageBitmapLoader( manager ) {
  25061. if ( typeof createImageBitmap === 'undefined' ) {
  25062. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25063. }
  25064. if ( typeof fetch === 'undefined' ) {
  25065. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25066. }
  25067. Loader.call( this, manager );
  25068. this.options = undefined;
  25069. }
  25070. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25071. constructor: ImageBitmapLoader,
  25072. setOptions: function setOptions( options ) {
  25073. this.options = options;
  25074. return this;
  25075. },
  25076. load: function ( url, onLoad, onProgress, onError ) {
  25077. if ( url === undefined ) { url = ''; }
  25078. if ( this.path !== undefined ) { url = this.path + url; }
  25079. url = this.manager.resolveURL( url );
  25080. var scope = this;
  25081. var cached = Cache.get( url );
  25082. if ( cached !== undefined ) {
  25083. scope.manager.itemStart( url );
  25084. setTimeout( function () {
  25085. if ( onLoad ) { onLoad( cached ); }
  25086. scope.manager.itemEnd( url );
  25087. }, 0 );
  25088. return cached;
  25089. }
  25090. fetch( url ).then( function ( res ) {
  25091. return res.blob();
  25092. } ).then( function ( blob ) {
  25093. if ( scope.options === undefined ) {
  25094. // Workaround for FireFox. It causes an error if you pass options.
  25095. return createImageBitmap( blob );
  25096. } else {
  25097. return createImageBitmap( blob, scope.options );
  25098. }
  25099. } ).then( function ( imageBitmap ) {
  25100. Cache.add( url, imageBitmap );
  25101. if ( onLoad ) { onLoad( imageBitmap ); }
  25102. scope.manager.itemEnd( url );
  25103. } ).catch( function ( e ) {
  25104. if ( onError ) { onError( e ); }
  25105. scope.manager.itemError( url );
  25106. scope.manager.itemEnd( url );
  25107. } );
  25108. scope.manager.itemStart( url );
  25109. }
  25110. } );
  25111. /**
  25112. * @author zz85 / http://www.lab4games.net/zz85/blog
  25113. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25114. **/
  25115. function ShapePath() {
  25116. this.type = 'ShapePath';
  25117. this.color = new Color();
  25118. this.subPaths = [];
  25119. this.currentPath = null;
  25120. }
  25121. Object.assign( ShapePath.prototype, {
  25122. moveTo: function ( x, y ) {
  25123. this.currentPath = new Path();
  25124. this.subPaths.push( this.currentPath );
  25125. this.currentPath.moveTo( x, y );
  25126. return this;
  25127. },
  25128. lineTo: function ( x, y ) {
  25129. this.currentPath.lineTo( x, y );
  25130. return this;
  25131. },
  25132. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25133. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25134. return this;
  25135. },
  25136. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25137. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25138. return this;
  25139. },
  25140. splineThru: function ( pts ) {
  25141. this.currentPath.splineThru( pts );
  25142. return this;
  25143. },
  25144. toShapes: function ( isCCW, noHoles ) {
  25145. function toShapesNoHoles( inSubpaths ) {
  25146. var shapes = [];
  25147. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25148. var tmpPath = inSubpaths[ i ];
  25149. var tmpShape = new Shape();
  25150. tmpShape.curves = tmpPath.curves;
  25151. shapes.push( tmpShape );
  25152. }
  25153. return shapes;
  25154. }
  25155. function isPointInsidePolygon( inPt, inPolygon ) {
  25156. var polyLen = inPolygon.length;
  25157. // inPt on polygon contour => immediate success or
  25158. // toggling of inside/outside at every single! intersection point of an edge
  25159. // with the horizontal line through inPt, left of inPt
  25160. // not counting lowerY endpoints of edges and whole edges on that line
  25161. var inside = false;
  25162. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25163. var edgeLowPt = inPolygon[ p ];
  25164. var edgeHighPt = inPolygon[ q ];
  25165. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25166. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25167. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25168. // not parallel
  25169. if ( edgeDy < 0 ) {
  25170. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25171. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25172. }
  25173. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25174. if ( inPt.y === edgeLowPt.y ) {
  25175. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25176. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25177. } else {
  25178. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25179. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25180. if ( perpEdge < 0 ) { continue; }
  25181. inside = ! inside; // true intersection left of inPt
  25182. }
  25183. } else {
  25184. // parallel or collinear
  25185. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25186. // edge lies on the same horizontal line as inPt
  25187. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25188. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25189. // continue;
  25190. }
  25191. }
  25192. return inside;
  25193. }
  25194. var isClockWise = ShapeUtils.isClockWise;
  25195. var subPaths = this.subPaths;
  25196. if ( subPaths.length === 0 ) { return []; }
  25197. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25198. var solid, tmpPath, tmpShape, shapes = [];
  25199. if ( subPaths.length === 1 ) {
  25200. tmpPath = subPaths[ 0 ];
  25201. tmpShape = new Shape();
  25202. tmpShape.curves = tmpPath.curves;
  25203. shapes.push( tmpShape );
  25204. return shapes;
  25205. }
  25206. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25207. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25208. // console.log("Holes first", holesFirst);
  25209. var betterShapeHoles = [];
  25210. var newShapes = [];
  25211. var newShapeHoles = [];
  25212. var mainIdx = 0;
  25213. var tmpPoints;
  25214. newShapes[ mainIdx ] = undefined;
  25215. newShapeHoles[ mainIdx ] = [];
  25216. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25217. tmpPath = subPaths[ i ];
  25218. tmpPoints = tmpPath.getPoints();
  25219. solid = isClockWise( tmpPoints );
  25220. solid = isCCW ? ! solid : solid;
  25221. if ( solid ) {
  25222. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25223. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25224. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25225. if ( holesFirst ) { mainIdx ++; }
  25226. newShapeHoles[ mainIdx ] = [];
  25227. //console.log('cw', i);
  25228. } else {
  25229. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25230. //console.log('ccw', i);
  25231. }
  25232. }
  25233. // only Holes? -> probably all Shapes with wrong orientation
  25234. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25235. if ( newShapes.length > 1 ) {
  25236. var ambiguous = false;
  25237. var toChange = [];
  25238. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25239. betterShapeHoles[ sIdx ] = [];
  25240. }
  25241. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25242. var sho = newShapeHoles[ sIdx$1 ];
  25243. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25244. var ho = sho[ hIdx ];
  25245. var hole_unassigned = true;
  25246. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25247. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25248. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25249. if ( hole_unassigned ) {
  25250. hole_unassigned = false;
  25251. betterShapeHoles[ s2Idx ].push( ho );
  25252. } else {
  25253. ambiguous = true;
  25254. }
  25255. }
  25256. }
  25257. if ( hole_unassigned ) {
  25258. betterShapeHoles[ sIdx$1 ].push( ho );
  25259. }
  25260. }
  25261. }
  25262. // console.log("ambiguous: ", ambiguous);
  25263. if ( toChange.length > 0 ) {
  25264. // console.log("to change: ", toChange);
  25265. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25266. }
  25267. }
  25268. var tmpHoles;
  25269. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25270. tmpShape = newShapes[ i$1 ].s;
  25271. shapes.push( tmpShape );
  25272. tmpHoles = newShapeHoles[ i$1 ];
  25273. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25274. tmpShape.holes.push( tmpHoles[ j ].h );
  25275. }
  25276. }
  25277. //console.log("shape", shapes);
  25278. return shapes;
  25279. }
  25280. } );
  25281. /**
  25282. * @author zz85 / http://www.lab4games.net/zz85/blog
  25283. * @author mrdoob / http://mrdoob.com/
  25284. */
  25285. function Font( data ) {
  25286. this.type = 'Font';
  25287. this.data = data;
  25288. }
  25289. Object.assign( Font.prototype, {
  25290. isFont: true,
  25291. generateShapes: function ( text, size ) {
  25292. if ( size === undefined ) { size = 100; }
  25293. var shapes = [];
  25294. var paths = createPaths( text, size, this.data );
  25295. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25296. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25297. }
  25298. return shapes;
  25299. }
  25300. } );
  25301. function createPaths( text, size, data ) {
  25302. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25303. var scale = size / data.resolution;
  25304. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25305. var paths = [];
  25306. var offsetX = 0, offsetY = 0;
  25307. for ( var i = 0; i < chars.length; i ++ ) {
  25308. var char = chars[ i ];
  25309. if ( char === '\n' ) {
  25310. offsetX = 0;
  25311. offsetY -= line_height;
  25312. } else {
  25313. var ret = createPath( char, scale, offsetX, offsetY, data );
  25314. offsetX += ret.offsetX;
  25315. paths.push( ret.path );
  25316. }
  25317. }
  25318. return paths;
  25319. }
  25320. function createPath( char, scale, offsetX, offsetY, data ) {
  25321. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25322. if ( ! glyph ) {
  25323. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25324. return;
  25325. }
  25326. var path = new ShapePath();
  25327. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25328. if ( glyph.o ) {
  25329. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25330. for ( var i = 0, l = outline.length; i < l; ) {
  25331. var action = outline[ i ++ ];
  25332. switch ( action ) {
  25333. case 'm': // moveTo
  25334. x = outline[ i ++ ] * scale + offsetX;
  25335. y = outline[ i ++ ] * scale + offsetY;
  25336. path.moveTo( x, y );
  25337. break;
  25338. case 'l': // lineTo
  25339. x = outline[ i ++ ] * scale + offsetX;
  25340. y = outline[ i ++ ] * scale + offsetY;
  25341. path.lineTo( x, y );
  25342. break;
  25343. case 'q': // quadraticCurveTo
  25344. cpx = outline[ i ++ ] * scale + offsetX;
  25345. cpy = outline[ i ++ ] * scale + offsetY;
  25346. cpx1 = outline[ i ++ ] * scale + offsetX;
  25347. cpy1 = outline[ i ++ ] * scale + offsetY;
  25348. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25349. break;
  25350. case 'b': // bezierCurveTo
  25351. cpx = outline[ i ++ ] * scale + offsetX;
  25352. cpy = outline[ i ++ ] * scale + offsetY;
  25353. cpx1 = outline[ i ++ ] * scale + offsetX;
  25354. cpy1 = outline[ i ++ ] * scale + offsetY;
  25355. cpx2 = outline[ i ++ ] * scale + offsetX;
  25356. cpy2 = outline[ i ++ ] * scale + offsetY;
  25357. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25358. break;
  25359. }
  25360. }
  25361. }
  25362. return { offsetX: glyph.ha * scale, path: path };
  25363. }
  25364. /**
  25365. * @author mrdoob / http://mrdoob.com/
  25366. */
  25367. function FontLoader( manager ) {
  25368. Loader.call( this, manager );
  25369. }
  25370. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25371. constructor: FontLoader,
  25372. load: function ( url, onLoad, onProgress, onError ) {
  25373. var scope = this;
  25374. var loader = new FileLoader( this.manager );
  25375. loader.setPath( this.path );
  25376. loader.load( url, function ( text ) {
  25377. var json;
  25378. try {
  25379. json = JSON.parse( text );
  25380. } catch ( e ) {
  25381. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25382. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25383. }
  25384. var font = scope.parse( json );
  25385. if ( onLoad ) { onLoad( font ); }
  25386. }, onProgress, onError );
  25387. },
  25388. parse: function ( json ) {
  25389. return new Font( json );
  25390. }
  25391. } );
  25392. /**
  25393. * @author mrdoob / http://mrdoob.com/
  25394. */
  25395. var _context;
  25396. var AudioContext = {
  25397. getContext: function () {
  25398. if ( _context === undefined ) {
  25399. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25400. }
  25401. return _context;
  25402. },
  25403. setContext: function ( value ) {
  25404. _context = value;
  25405. }
  25406. };
  25407. /**
  25408. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25409. */
  25410. function AudioLoader( manager ) {
  25411. Loader.call( this, manager );
  25412. }
  25413. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25414. constructor: AudioLoader,
  25415. load: function ( url, onLoad, onProgress, onError ) {
  25416. var scope = this;
  25417. var loader = new FileLoader( scope.manager );
  25418. loader.setResponseType( 'arraybuffer' );
  25419. loader.setPath( scope.path );
  25420. loader.load( url, function ( buffer ) {
  25421. try {
  25422. // Create a copy of the buffer. The `decodeAudioData` method
  25423. // detaches the buffer when complete, preventing reuse.
  25424. var bufferCopy = buffer.slice( 0 );
  25425. var context = AudioContext.getContext();
  25426. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25427. onLoad( audioBuffer );
  25428. } );
  25429. } catch ( e ) {
  25430. if ( onError ) {
  25431. onError( e );
  25432. } else {
  25433. console.error( e );
  25434. }
  25435. scope.manager.itemError( url );
  25436. }
  25437. }, onProgress, onError );
  25438. }
  25439. } );
  25440. /**
  25441. * @author WestLangley / http://github.com/WestLangley
  25442. */
  25443. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25444. LightProbe.call( this, undefined, intensity );
  25445. var color1 = new Color().set( skyColor );
  25446. var color2 = new Color().set( groundColor );
  25447. var sky = new Vector3( color1.r, color1.g, color1.b );
  25448. var ground = new Vector3( color2.r, color2.g, color2.b );
  25449. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25450. var c0 = Math.sqrt( Math.PI );
  25451. var c1 = c0 * Math.sqrt( 0.75 );
  25452. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25453. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25454. }
  25455. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25456. constructor: HemisphereLightProbe,
  25457. isHemisphereLightProbe: true,
  25458. copy: function ( source ) { // modifying colors not currently supported
  25459. LightProbe.prototype.copy.call( this, source );
  25460. return this;
  25461. },
  25462. toJSON: function ( meta ) {
  25463. var data = LightProbe.prototype.toJSON.call( this, meta );
  25464. // data.sh = this.sh.toArray(); // todo
  25465. return data;
  25466. }
  25467. } );
  25468. /**
  25469. * @author WestLangley / http://github.com/WestLangley
  25470. */
  25471. function AmbientLightProbe( color, intensity ) {
  25472. LightProbe.call( this, undefined, intensity );
  25473. var color1 = new Color().set( color );
  25474. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25475. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25476. }
  25477. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25478. constructor: AmbientLightProbe,
  25479. isAmbientLightProbe: true,
  25480. copy: function ( source ) { // modifying color not currently supported
  25481. LightProbe.prototype.copy.call( this, source );
  25482. return this;
  25483. },
  25484. toJSON: function ( meta ) {
  25485. var data = LightProbe.prototype.toJSON.call( this, meta );
  25486. // data.sh = this.sh.toArray(); // todo
  25487. return data;
  25488. }
  25489. } );
  25490. var _eyeRight = new Matrix4();
  25491. var _eyeLeft = new Matrix4();
  25492. /**
  25493. * @author mrdoob / http://mrdoob.com/
  25494. */
  25495. function StereoCamera() {
  25496. this.type = 'StereoCamera';
  25497. this.aspect = 1;
  25498. this.eyeSep = 0.064;
  25499. this.cameraL = new PerspectiveCamera();
  25500. this.cameraL.layers.enable( 1 );
  25501. this.cameraL.matrixAutoUpdate = false;
  25502. this.cameraR = new PerspectiveCamera();
  25503. this.cameraR.layers.enable( 2 );
  25504. this.cameraR.matrixAutoUpdate = false;
  25505. this._cache = {
  25506. focus: null,
  25507. fov: null,
  25508. aspect: null,
  25509. near: null,
  25510. far: null,
  25511. zoom: null,
  25512. eyeSep: null
  25513. };
  25514. }
  25515. Object.assign( StereoCamera.prototype, {
  25516. update: function ( camera ) {
  25517. var cache = this._cache;
  25518. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25519. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25520. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25521. if ( needsUpdate ) {
  25522. cache.focus = camera.focus;
  25523. cache.fov = camera.fov;
  25524. cache.aspect = camera.aspect * this.aspect;
  25525. cache.near = camera.near;
  25526. cache.far = camera.far;
  25527. cache.zoom = camera.zoom;
  25528. cache.eyeSep = this.eyeSep;
  25529. // Off-axis stereoscopic effect based on
  25530. // http://paulbourke.net/stereographics/stereorender/
  25531. var projectionMatrix = camera.projectionMatrix.clone();
  25532. var eyeSepHalf = cache.eyeSep / 2;
  25533. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25534. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25535. var xmin, xmax;
  25536. // translate xOffset
  25537. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25538. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25539. // for left eye
  25540. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25541. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25542. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25543. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25544. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25545. // for right eye
  25546. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25547. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25548. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25549. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25550. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25551. }
  25552. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25553. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25554. }
  25555. } );
  25556. /**
  25557. * @author alteredq / http://alteredqualia.com/
  25558. */
  25559. function Clock( autoStart ) {
  25560. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25561. this.startTime = 0;
  25562. this.oldTime = 0;
  25563. this.elapsedTime = 0;
  25564. this.running = false;
  25565. }
  25566. Object.assign( Clock.prototype, {
  25567. start: function () {
  25568. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25569. this.oldTime = this.startTime;
  25570. this.elapsedTime = 0;
  25571. this.running = true;
  25572. },
  25573. stop: function () {
  25574. this.getElapsedTime();
  25575. this.running = false;
  25576. this.autoStart = false;
  25577. },
  25578. getElapsedTime: function () {
  25579. this.getDelta();
  25580. return this.elapsedTime;
  25581. },
  25582. getDelta: function () {
  25583. var diff = 0;
  25584. if ( this.autoStart && ! this.running ) {
  25585. this.start();
  25586. return 0;
  25587. }
  25588. if ( this.running ) {
  25589. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25590. diff = ( newTime - this.oldTime ) / 1000;
  25591. this.oldTime = newTime;
  25592. this.elapsedTime += diff;
  25593. }
  25594. return diff;
  25595. }
  25596. } );
  25597. /**
  25598. * @author mrdoob / http://mrdoob.com/
  25599. */
  25600. var _position$2 = new Vector3();
  25601. var _quaternion$3 = new Quaternion();
  25602. var _scale$1 = new Vector3();
  25603. var _orientation = new Vector3();
  25604. function AudioListener() {
  25605. Object3D.call( this );
  25606. this.type = 'AudioListener';
  25607. this.context = AudioContext.getContext();
  25608. this.gain = this.context.createGain();
  25609. this.gain.connect( this.context.destination );
  25610. this.filter = null;
  25611. this.timeDelta = 0;
  25612. // private
  25613. this._clock = new Clock();
  25614. }
  25615. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25616. constructor: AudioListener,
  25617. getInput: function () {
  25618. return this.gain;
  25619. },
  25620. removeFilter: function ( ) {
  25621. if ( this.filter !== null ) {
  25622. this.gain.disconnect( this.filter );
  25623. this.filter.disconnect( this.context.destination );
  25624. this.gain.connect( this.context.destination );
  25625. this.filter = null;
  25626. }
  25627. return this;
  25628. },
  25629. getFilter: function () {
  25630. return this.filter;
  25631. },
  25632. setFilter: function ( value ) {
  25633. if ( this.filter !== null ) {
  25634. this.gain.disconnect( this.filter );
  25635. this.filter.disconnect( this.context.destination );
  25636. } else {
  25637. this.gain.disconnect( this.context.destination );
  25638. }
  25639. this.filter = value;
  25640. this.gain.connect( this.filter );
  25641. this.filter.connect( this.context.destination );
  25642. return this;
  25643. },
  25644. getMasterVolume: function () {
  25645. return this.gain.gain.value;
  25646. },
  25647. setMasterVolume: function ( value ) {
  25648. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25649. return this;
  25650. },
  25651. updateMatrixWorld: function ( force ) {
  25652. Object3D.prototype.updateMatrixWorld.call( this, force );
  25653. var listener = this.context.listener;
  25654. var up = this.up;
  25655. this.timeDelta = this._clock.getDelta();
  25656. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25657. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25658. if ( listener.positionX ) {
  25659. // code path for Chrome (see #14393)
  25660. var endTime = this.context.currentTime + this.timeDelta;
  25661. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25662. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25663. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25664. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25665. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25666. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25667. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25668. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25669. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25670. } else {
  25671. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25672. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25673. }
  25674. }
  25675. } );
  25676. /**
  25677. * @author mrdoob / http://mrdoob.com/
  25678. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25679. */
  25680. function Audio( listener ) {
  25681. Object3D.call( this );
  25682. this.type = 'Audio';
  25683. this.listener = listener;
  25684. this.context = listener.context;
  25685. this.gain = this.context.createGain();
  25686. this.gain.connect( listener.getInput() );
  25687. this.autoplay = false;
  25688. this.buffer = null;
  25689. this.detune = 0;
  25690. this.loop = false;
  25691. this.loopStart = 0;
  25692. this.loopEnd = 0;
  25693. this.offset = 0;
  25694. this.duration = undefined;
  25695. this.playbackRate = 1;
  25696. this.isPlaying = false;
  25697. this.hasPlaybackControl = true;
  25698. this.sourceType = 'empty';
  25699. this._startedAt = 0;
  25700. this._progress = 0;
  25701. this.filters = [];
  25702. }
  25703. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25704. constructor: Audio,
  25705. getOutput: function () {
  25706. return this.gain;
  25707. },
  25708. setNodeSource: function ( audioNode ) {
  25709. this.hasPlaybackControl = false;
  25710. this.sourceType = 'audioNode';
  25711. this.source = audioNode;
  25712. this.connect();
  25713. return this;
  25714. },
  25715. setMediaElementSource: function ( mediaElement ) {
  25716. this.hasPlaybackControl = false;
  25717. this.sourceType = 'mediaNode';
  25718. this.source = this.context.createMediaElementSource( mediaElement );
  25719. this.connect();
  25720. return this;
  25721. },
  25722. setMediaStreamSource: function ( mediaStream ) {
  25723. this.hasPlaybackControl = false;
  25724. this.sourceType = 'mediaStreamNode';
  25725. this.source = this.context.createMediaStreamSource( mediaStream );
  25726. this.connect();
  25727. return this;
  25728. },
  25729. setBuffer: function ( audioBuffer ) {
  25730. this.buffer = audioBuffer;
  25731. this.sourceType = 'buffer';
  25732. if ( this.autoplay ) { this.play(); }
  25733. return this;
  25734. },
  25735. play: function ( delay ) {
  25736. if ( delay === undefined ) { delay = 0; }
  25737. if ( this.isPlaying === true ) {
  25738. console.warn( 'THREE.Audio: Audio is already playing.' );
  25739. return;
  25740. }
  25741. if ( this.hasPlaybackControl === false ) {
  25742. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25743. return;
  25744. }
  25745. this._startedAt = this.context.currentTime + delay;
  25746. var source = this.context.createBufferSource();
  25747. source.buffer = this.buffer;
  25748. source.loop = this.loop;
  25749. source.loopStart = this.loopStart;
  25750. source.loopEnd = this.loopEnd;
  25751. source.onended = this.onEnded.bind( this );
  25752. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25753. this.isPlaying = true;
  25754. this.source = source;
  25755. this.setDetune( this.detune );
  25756. this.setPlaybackRate( this.playbackRate );
  25757. return this.connect();
  25758. },
  25759. pause: function () {
  25760. if ( this.hasPlaybackControl === false ) {
  25761. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25762. return;
  25763. }
  25764. if ( this.isPlaying === true ) {
  25765. // update current progress
  25766. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25767. if ( this.loop === true ) {
  25768. // ensure _progress does not exceed duration with looped audios
  25769. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25770. }
  25771. this.source.stop();
  25772. this.source.onended = null;
  25773. this.isPlaying = false;
  25774. }
  25775. return this;
  25776. },
  25777. stop: function () {
  25778. if ( this.hasPlaybackControl === false ) {
  25779. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25780. return;
  25781. }
  25782. this._progress = 0;
  25783. this.source.stop();
  25784. this.source.onended = null;
  25785. this.isPlaying = false;
  25786. return this;
  25787. },
  25788. connect: function () {
  25789. if ( this.filters.length > 0 ) {
  25790. this.source.connect( this.filters[ 0 ] );
  25791. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25792. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25793. }
  25794. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25795. } else {
  25796. this.source.connect( this.getOutput() );
  25797. }
  25798. return this;
  25799. },
  25800. disconnect: function () {
  25801. if ( this.filters.length > 0 ) {
  25802. this.source.disconnect( this.filters[ 0 ] );
  25803. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25804. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25805. }
  25806. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25807. } else {
  25808. this.source.disconnect( this.getOutput() );
  25809. }
  25810. return this;
  25811. },
  25812. getFilters: function () {
  25813. return this.filters;
  25814. },
  25815. setFilters: function ( value ) {
  25816. if ( ! value ) { value = []; }
  25817. if ( this.isPlaying === true ) {
  25818. this.disconnect();
  25819. this.filters = value;
  25820. this.connect();
  25821. } else {
  25822. this.filters = value;
  25823. }
  25824. return this;
  25825. },
  25826. setDetune: function ( value ) {
  25827. this.detune = value;
  25828. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25829. if ( this.isPlaying === true ) {
  25830. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25831. }
  25832. return this;
  25833. },
  25834. getDetune: function () {
  25835. return this.detune;
  25836. },
  25837. getFilter: function () {
  25838. return this.getFilters()[ 0 ];
  25839. },
  25840. setFilter: function ( filter ) {
  25841. return this.setFilters( filter ? [ filter ] : [] );
  25842. },
  25843. setPlaybackRate: function ( value ) {
  25844. if ( this.hasPlaybackControl === false ) {
  25845. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25846. return;
  25847. }
  25848. this.playbackRate = value;
  25849. if ( this.isPlaying === true ) {
  25850. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25851. }
  25852. return this;
  25853. },
  25854. getPlaybackRate: function () {
  25855. return this.playbackRate;
  25856. },
  25857. onEnded: function () {
  25858. this.isPlaying = false;
  25859. },
  25860. getLoop: function () {
  25861. if ( this.hasPlaybackControl === false ) {
  25862. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25863. return false;
  25864. }
  25865. return this.loop;
  25866. },
  25867. setLoop: function ( value ) {
  25868. if ( this.hasPlaybackControl === false ) {
  25869. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25870. return;
  25871. }
  25872. this.loop = value;
  25873. if ( this.isPlaying === true ) {
  25874. this.source.loop = this.loop;
  25875. }
  25876. return this;
  25877. },
  25878. setLoopStart: function ( value ) {
  25879. this.loopStart = value;
  25880. return this;
  25881. },
  25882. setLoopEnd: function ( value ) {
  25883. this.loopEnd = value;
  25884. return this;
  25885. },
  25886. getVolume: function () {
  25887. return this.gain.gain.value;
  25888. },
  25889. setVolume: function ( value ) {
  25890. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25891. return this;
  25892. }
  25893. } );
  25894. /**
  25895. * @author mrdoob / http://mrdoob.com/
  25896. */
  25897. var _position$3 = new Vector3();
  25898. var _quaternion$4 = new Quaternion();
  25899. var _scale$2 = new Vector3();
  25900. var _orientation$1 = new Vector3();
  25901. function PositionalAudio( listener ) {
  25902. Audio.call( this, listener );
  25903. this.panner = this.context.createPanner();
  25904. this.panner.panningModel = 'HRTF';
  25905. this.panner.connect( this.gain );
  25906. }
  25907. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25908. constructor: PositionalAudio,
  25909. getOutput: function () {
  25910. return this.panner;
  25911. },
  25912. getRefDistance: function () {
  25913. return this.panner.refDistance;
  25914. },
  25915. setRefDistance: function ( value ) {
  25916. this.panner.refDistance = value;
  25917. return this;
  25918. },
  25919. getRolloffFactor: function () {
  25920. return this.panner.rolloffFactor;
  25921. },
  25922. setRolloffFactor: function ( value ) {
  25923. this.panner.rolloffFactor = value;
  25924. return this;
  25925. },
  25926. getDistanceModel: function () {
  25927. return this.panner.distanceModel;
  25928. },
  25929. setDistanceModel: function ( value ) {
  25930. this.panner.distanceModel = value;
  25931. return this;
  25932. },
  25933. getMaxDistance: function () {
  25934. return this.panner.maxDistance;
  25935. },
  25936. setMaxDistance: function ( value ) {
  25937. this.panner.maxDistance = value;
  25938. return this;
  25939. },
  25940. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25941. this.panner.coneInnerAngle = coneInnerAngle;
  25942. this.panner.coneOuterAngle = coneOuterAngle;
  25943. this.panner.coneOuterGain = coneOuterGain;
  25944. return this;
  25945. },
  25946. updateMatrixWorld: function ( force ) {
  25947. Object3D.prototype.updateMatrixWorld.call( this, force );
  25948. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25949. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25950. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25951. var panner = this.panner;
  25952. if ( panner.positionX ) {
  25953. // code path for Chrome and Firefox (see #14393)
  25954. var endTime = this.context.currentTime + this.listener.timeDelta;
  25955. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25956. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25957. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25958. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25959. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25960. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25961. } else {
  25962. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25963. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25964. }
  25965. }
  25966. } );
  25967. /**
  25968. * @author mrdoob / http://mrdoob.com/
  25969. */
  25970. function AudioAnalyser( audio, fftSize ) {
  25971. this.analyser = audio.context.createAnalyser();
  25972. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25973. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25974. audio.getOutput().connect( this.analyser );
  25975. }
  25976. Object.assign( AudioAnalyser.prototype, {
  25977. getFrequencyData: function () {
  25978. this.analyser.getByteFrequencyData( this.data );
  25979. return this.data;
  25980. },
  25981. getAverageFrequency: function () {
  25982. var value = 0;
  25983. var data = this.getFrequencyData();
  25984. for ( var i = 0; i < data.length; i ++ ) {
  25985. value += data[ i ];
  25986. }
  25987. return value / data.length;
  25988. }
  25989. } );
  25990. /**
  25991. *
  25992. * Buffered scene graph property that allows weighted accumulation.
  25993. *
  25994. *
  25995. * @author Ben Houston / http://clara.io/
  25996. * @author David Sarno / http://lighthaus.us/
  25997. * @author tschw
  25998. */
  25999. function PropertyMixer( binding, typeName, valueSize ) {
  26000. this.binding = binding;
  26001. this.valueSize = valueSize;
  26002. var mixFunction,
  26003. mixFunctionAdditive,
  26004. setIdentity;
  26005. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26006. //
  26007. // interpolators can use .buffer as their .result
  26008. // the data then goes to 'incoming'
  26009. //
  26010. // 'accu0' and 'accu1' are used frame-interleaved for
  26011. // the cumulative result and are compared to detect
  26012. // changes
  26013. //
  26014. // 'orig' stores the original state of the property
  26015. //
  26016. // 'add' is used for additive cumulative results
  26017. //
  26018. // 'work' is optional and is only present for quaternion types. It is used
  26019. // to store intermediate quaternion multiplication results
  26020. switch ( typeName ) {
  26021. case 'quaternion':
  26022. mixFunction = this._slerp;
  26023. mixFunctionAdditive = this._slerpAdditive;
  26024. setIdentity = this._setAdditiveIdentityQuaternion;
  26025. this.buffer = new Float64Array( valueSize * 6 );
  26026. this._workIndex = 5;
  26027. break;
  26028. case 'string':
  26029. case 'bool':
  26030. mixFunction = this._select;
  26031. // Use the regular mix function and for additive on these types,
  26032. // additive is not relevant for non-numeric types
  26033. mixFunctionAdditive = this._select;
  26034. setIdentity = this._setAdditiveIdentityOther;
  26035. this.buffer = new Array( valueSize * 5 );
  26036. break;
  26037. default:
  26038. mixFunction = this._lerp;
  26039. mixFunctionAdditive = this._lerpAdditive;
  26040. setIdentity = this._setAdditiveIdentityNumeric;
  26041. this.buffer = new Float64Array( valueSize * 5 );
  26042. }
  26043. this._mixBufferRegion = mixFunction;
  26044. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26045. this._setIdentity = setIdentity;
  26046. this._origIndex = 3;
  26047. this._addIndex = 4;
  26048. this.cumulativeWeight = 0;
  26049. this.cumulativeWeightAdditive = 0;
  26050. this.useCount = 0;
  26051. this.referenceCount = 0;
  26052. }
  26053. Object.assign( PropertyMixer.prototype, {
  26054. // accumulate data in the 'incoming' region into 'accu<i>'
  26055. accumulate: function ( accuIndex, weight ) {
  26056. // note: happily accumulating nothing when weight = 0, the caller knows
  26057. // the weight and shouldn't have made the call in the first place
  26058. var buffer = this.buffer,
  26059. stride = this.valueSize,
  26060. offset = accuIndex * stride + stride;
  26061. var currentWeight = this.cumulativeWeight;
  26062. if ( currentWeight === 0 ) {
  26063. // accuN := incoming * weight
  26064. for ( var i = 0; i !== stride; ++ i ) {
  26065. buffer[ offset + i ] = buffer[ i ];
  26066. }
  26067. currentWeight = weight;
  26068. } else {
  26069. // accuN := accuN + incoming * weight
  26070. currentWeight += weight;
  26071. var mix = weight / currentWeight;
  26072. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26073. }
  26074. this.cumulativeWeight = currentWeight;
  26075. },
  26076. // accumulate data in the 'incoming' region into 'add'
  26077. accumulateAdditive: function ( weight ) {
  26078. var buffer = this.buffer,
  26079. stride = this.valueSize,
  26080. offset = stride * this._addIndex;
  26081. if ( this.cumulativeWeightAdditive === 0 ) {
  26082. // add = identity
  26083. this._setIdentity();
  26084. }
  26085. // add := add + incoming * weight
  26086. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26087. this.cumulativeWeightAdditive += weight;
  26088. },
  26089. // apply the state of 'accu<i>' to the binding when accus differ
  26090. apply: function ( accuIndex ) {
  26091. var stride = this.valueSize,
  26092. buffer = this.buffer,
  26093. offset = accuIndex * stride + stride,
  26094. weight = this.cumulativeWeight,
  26095. weightAdditive = this.cumulativeWeightAdditive,
  26096. binding = this.binding;
  26097. this.cumulativeWeight = 0;
  26098. this.cumulativeWeightAdditive = 0;
  26099. if ( weight < 1 ) {
  26100. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26101. var originalValueOffset = stride * this._origIndex;
  26102. this._mixBufferRegion(
  26103. buffer, offset, originalValueOffset, 1 - weight, stride );
  26104. }
  26105. if ( weightAdditive > 0 ) {
  26106. // accuN := accuN + additive accuN
  26107. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26108. }
  26109. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26110. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26111. // value has changed -> update scene graph
  26112. binding.setValue( buffer, offset );
  26113. break;
  26114. }
  26115. }
  26116. },
  26117. // remember the state of the bound property and copy it to both accus
  26118. saveOriginalState: function () {
  26119. var binding = this.binding;
  26120. var buffer = this.buffer,
  26121. stride = this.valueSize,
  26122. originalValueOffset = stride * this._origIndex;
  26123. binding.getValue( buffer, originalValueOffset );
  26124. // accu[0..1] := orig -- initially detect changes against the original
  26125. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26126. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26127. }
  26128. // Add to identity for additive
  26129. this._setIdentity();
  26130. this.cumulativeWeight = 0;
  26131. this.cumulativeWeightAdditive = 0;
  26132. },
  26133. // apply the state previously taken via 'saveOriginalState' to the binding
  26134. restoreOriginalState: function () {
  26135. var originalValueOffset = this.valueSize * 3;
  26136. this.binding.setValue( this.buffer, originalValueOffset );
  26137. },
  26138. _setAdditiveIdentityNumeric: function () {
  26139. var startIndex = this._addIndex * this.valueSize;
  26140. var endIndex = startIndex + this.valueSize;
  26141. for ( var i = startIndex; i < endIndex; i ++ ) {
  26142. this.buffer[ i ] = 0;
  26143. }
  26144. },
  26145. _setAdditiveIdentityQuaternion: function () {
  26146. this._setAdditiveIdentityNumeric();
  26147. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26148. },
  26149. _setAdditiveIdentityOther: function () {
  26150. var startIndex = this._origIndex * this.valueSize;
  26151. var targetIndex = this._addIndex * this.valueSize;
  26152. for ( var i = 0; i < this.valueSize; i ++ ) {
  26153. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26154. }
  26155. },
  26156. // mix functions
  26157. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26158. if ( t >= 0.5 ) {
  26159. for ( var i = 0; i !== stride; ++ i ) {
  26160. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26161. }
  26162. }
  26163. },
  26164. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26165. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26166. },
  26167. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26168. var workOffset = this._workIndex * stride;
  26169. // Store result in intermediate buffer offset
  26170. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26171. // Slerp to the intermediate result
  26172. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26173. },
  26174. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26175. var s = 1 - t;
  26176. for ( var i = 0; i !== stride; ++ i ) {
  26177. var j = dstOffset + i;
  26178. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26179. }
  26180. },
  26181. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26182. for ( var i = 0; i !== stride; ++ i ) {
  26183. var j = dstOffset + i;
  26184. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26185. }
  26186. }
  26187. } );
  26188. /**
  26189. *
  26190. * A reference to a real property in the scene graph.
  26191. *
  26192. *
  26193. * @author Ben Houston / http://clara.io/
  26194. * @author David Sarno / http://lighthaus.us/
  26195. * @author tschw
  26196. */
  26197. // Characters [].:/ are reserved for track binding syntax.
  26198. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26199. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26200. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26201. // only latin characters, and the unicode \p{L} is not yet supported. So
  26202. // instead, we exclude reserved characters and match everything else.
  26203. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26204. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26205. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26206. // be matched to parse the rest of the track name.
  26207. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26208. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26209. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26210. // Object on target node, and accessor. May not contain reserved
  26211. // characters. Accessor may contain any character except closing bracket.
  26212. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26213. // Property and accessor. May not contain reserved characters. Accessor may
  26214. // contain any non-bracket characters.
  26215. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26216. var _trackRe = new RegExp( ''
  26217. + '^'
  26218. + _directoryRe
  26219. + _nodeRe
  26220. + _objectRe
  26221. + _propertyRe
  26222. + '$'
  26223. );
  26224. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26225. function Composite( targetGroup, path, optionalParsedPath ) {
  26226. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26227. this._targetGroup = targetGroup;
  26228. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26229. }
  26230. Object.assign( Composite.prototype, {
  26231. getValue: function ( array, offset ) {
  26232. this.bind(); // bind all binding
  26233. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26234. binding = this._bindings[ firstValidIndex ];
  26235. // and only call .getValue on the first
  26236. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26237. },
  26238. setValue: function ( array, offset ) {
  26239. var bindings = this._bindings;
  26240. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26241. bindings[ i ].setValue( array, offset );
  26242. }
  26243. },
  26244. bind: function () {
  26245. var bindings = this._bindings;
  26246. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26247. bindings[ i ].bind();
  26248. }
  26249. },
  26250. unbind: function () {
  26251. var bindings = this._bindings;
  26252. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26253. bindings[ i ].unbind();
  26254. }
  26255. }
  26256. } );
  26257. function PropertyBinding( rootNode, path, parsedPath ) {
  26258. this.path = path;
  26259. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26260. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26261. this.rootNode = rootNode;
  26262. }
  26263. Object.assign( PropertyBinding, {
  26264. Composite: Composite,
  26265. create: function ( root, path, parsedPath ) {
  26266. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26267. return new PropertyBinding( root, path, parsedPath );
  26268. } else {
  26269. return new PropertyBinding.Composite( root, path, parsedPath );
  26270. }
  26271. },
  26272. /**
  26273. * Replaces spaces with underscores and removes unsupported characters from
  26274. * node names, to ensure compatibility with parseTrackName().
  26275. *
  26276. * @param {string} name Node name to be sanitized.
  26277. * @return {string}
  26278. */
  26279. sanitizeNodeName: function ( name ) {
  26280. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26281. },
  26282. parseTrackName: function ( trackName ) {
  26283. var matches = _trackRe.exec( trackName );
  26284. if ( ! matches ) {
  26285. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26286. }
  26287. var results = {
  26288. // directoryName: matches[ 1 ], // (tschw) currently unused
  26289. nodeName: matches[ 2 ],
  26290. objectName: matches[ 3 ],
  26291. objectIndex: matches[ 4 ],
  26292. propertyName: matches[ 5 ], // required
  26293. propertyIndex: matches[ 6 ]
  26294. };
  26295. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26296. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26297. var objectName = results.nodeName.substring( lastDot + 1 );
  26298. // Object names must be checked against a whitelist. Otherwise, there
  26299. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26300. // 'bar' could be the objectName, or part of a nodeName (which can
  26301. // include '.' characters).
  26302. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26303. results.nodeName = results.nodeName.substring( 0, lastDot );
  26304. results.objectName = objectName;
  26305. }
  26306. }
  26307. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26308. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26309. }
  26310. return results;
  26311. },
  26312. findNode: function ( root, nodeName ) {
  26313. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26314. return root;
  26315. }
  26316. // search into skeleton bones.
  26317. if ( root.skeleton ) {
  26318. var bone = root.skeleton.getBoneByName( nodeName );
  26319. if ( bone !== undefined ) {
  26320. return bone;
  26321. }
  26322. }
  26323. // search into node subtree.
  26324. if ( root.children ) {
  26325. var searchNodeSubtree = function ( children ) {
  26326. for ( var i = 0; i < children.length; i ++ ) {
  26327. var childNode = children[ i ];
  26328. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26329. return childNode;
  26330. }
  26331. var result = searchNodeSubtree( childNode.children );
  26332. if ( result ) { return result; }
  26333. }
  26334. return null;
  26335. };
  26336. var subTreeNode = searchNodeSubtree( root.children );
  26337. if ( subTreeNode ) {
  26338. return subTreeNode;
  26339. }
  26340. }
  26341. return null;
  26342. }
  26343. } );
  26344. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26345. // these are used to "bind" a nonexistent property
  26346. _getValue_unavailable: function () {},
  26347. _setValue_unavailable: function () {},
  26348. BindingType: {
  26349. Direct: 0,
  26350. EntireArray: 1,
  26351. ArrayElement: 2,
  26352. HasFromToArray: 3
  26353. },
  26354. Versioning: {
  26355. None: 0,
  26356. NeedsUpdate: 1,
  26357. MatrixWorldNeedsUpdate: 2
  26358. },
  26359. GetterByBindingType: [
  26360. function getValue_direct( buffer, offset ) {
  26361. buffer[ offset ] = this.node[ this.propertyName ];
  26362. },
  26363. function getValue_array( buffer, offset ) {
  26364. var source = this.resolvedProperty;
  26365. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26366. buffer[ offset ++ ] = source[ i ];
  26367. }
  26368. },
  26369. function getValue_arrayElement( buffer, offset ) {
  26370. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26371. },
  26372. function getValue_toArray( buffer, offset ) {
  26373. this.resolvedProperty.toArray( buffer, offset );
  26374. }
  26375. ],
  26376. SetterByBindingTypeAndVersioning: [
  26377. [
  26378. // Direct
  26379. function setValue_direct( buffer, offset ) {
  26380. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26381. },
  26382. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26383. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26384. this.targetObject.needsUpdate = true;
  26385. },
  26386. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26387. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26388. this.targetObject.matrixWorldNeedsUpdate = true;
  26389. }
  26390. ], [
  26391. // EntireArray
  26392. function setValue_array( buffer, offset ) {
  26393. var dest = this.resolvedProperty;
  26394. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26395. dest[ i ] = buffer[ offset ++ ];
  26396. }
  26397. },
  26398. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26399. var dest = this.resolvedProperty;
  26400. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26401. dest[ i ] = buffer[ offset ++ ];
  26402. }
  26403. this.targetObject.needsUpdate = true;
  26404. },
  26405. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26406. var dest = this.resolvedProperty;
  26407. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26408. dest[ i ] = buffer[ offset ++ ];
  26409. }
  26410. this.targetObject.matrixWorldNeedsUpdate = true;
  26411. }
  26412. ], [
  26413. // ArrayElement
  26414. function setValue_arrayElement( buffer, offset ) {
  26415. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26416. },
  26417. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26418. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26419. this.targetObject.needsUpdate = true;
  26420. },
  26421. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26422. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26423. this.targetObject.matrixWorldNeedsUpdate = true;
  26424. }
  26425. ], [
  26426. // HasToFromArray
  26427. function setValue_fromArray( buffer, offset ) {
  26428. this.resolvedProperty.fromArray( buffer, offset );
  26429. },
  26430. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26431. this.resolvedProperty.fromArray( buffer, offset );
  26432. this.targetObject.needsUpdate = true;
  26433. },
  26434. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26435. this.resolvedProperty.fromArray( buffer, offset );
  26436. this.targetObject.matrixWorldNeedsUpdate = true;
  26437. }
  26438. ]
  26439. ],
  26440. getValue: function getValue_unbound( targetArray, offset ) {
  26441. this.bind();
  26442. this.getValue( targetArray, offset );
  26443. // Note: This class uses a State pattern on a per-method basis:
  26444. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26445. // prototype version of these methods with one that represents
  26446. // the bound state. When the property is not found, the methods
  26447. // become no-ops.
  26448. },
  26449. setValue: function getValue_unbound( sourceArray, offset ) {
  26450. this.bind();
  26451. this.setValue( sourceArray, offset );
  26452. },
  26453. // create getter / setter pair for a property in the scene graph
  26454. bind: function () {
  26455. var targetObject = this.node,
  26456. parsedPath = this.parsedPath,
  26457. objectName = parsedPath.objectName,
  26458. propertyName = parsedPath.propertyName,
  26459. propertyIndex = parsedPath.propertyIndex;
  26460. if ( ! targetObject ) {
  26461. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26462. this.node = targetObject;
  26463. }
  26464. // set fail state so we can just 'return' on error
  26465. this.getValue = this._getValue_unavailable;
  26466. this.setValue = this._setValue_unavailable;
  26467. // ensure there is a value node
  26468. if ( ! targetObject ) {
  26469. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26470. return;
  26471. }
  26472. if ( objectName ) {
  26473. var objectIndex = parsedPath.objectIndex;
  26474. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26475. switch ( objectName ) {
  26476. case 'materials':
  26477. if ( ! targetObject.material ) {
  26478. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26479. return;
  26480. }
  26481. if ( ! targetObject.material.materials ) {
  26482. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26483. return;
  26484. }
  26485. targetObject = targetObject.material.materials;
  26486. break;
  26487. case 'bones':
  26488. if ( ! targetObject.skeleton ) {
  26489. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26490. return;
  26491. }
  26492. // potential future optimization: skip this if propertyIndex is already an integer
  26493. // and convert the integer string to a true integer.
  26494. targetObject = targetObject.skeleton.bones;
  26495. // support resolving morphTarget names into indices.
  26496. for ( var i = 0; i < targetObject.length; i ++ ) {
  26497. if ( targetObject[ i ].name === objectIndex ) {
  26498. objectIndex = i;
  26499. break;
  26500. }
  26501. }
  26502. break;
  26503. default:
  26504. if ( targetObject[ objectName ] === undefined ) {
  26505. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26506. return;
  26507. }
  26508. targetObject = targetObject[ objectName ];
  26509. }
  26510. if ( objectIndex !== undefined ) {
  26511. if ( targetObject[ objectIndex ] === undefined ) {
  26512. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26513. return;
  26514. }
  26515. targetObject = targetObject[ objectIndex ];
  26516. }
  26517. }
  26518. // resolve property
  26519. var nodeProperty = targetObject[ propertyName ];
  26520. if ( nodeProperty === undefined ) {
  26521. var nodeName = parsedPath.nodeName;
  26522. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26523. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26524. return;
  26525. }
  26526. // determine versioning scheme
  26527. var versioning = this.Versioning.None;
  26528. this.targetObject = targetObject;
  26529. if ( targetObject.needsUpdate !== undefined ) { // material
  26530. versioning = this.Versioning.NeedsUpdate;
  26531. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26532. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26533. }
  26534. // determine how the property gets bound
  26535. var bindingType = this.BindingType.Direct;
  26536. if ( propertyIndex !== undefined ) {
  26537. // access a sub element of the property array (only primitives are supported right now)
  26538. if ( propertyName === "morphTargetInfluences" ) {
  26539. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26540. // support resolving morphTarget names into indices.
  26541. if ( ! targetObject.geometry ) {
  26542. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26543. return;
  26544. }
  26545. if ( targetObject.geometry.isBufferGeometry ) {
  26546. if ( ! targetObject.geometry.morphAttributes ) {
  26547. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26548. return;
  26549. }
  26550. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26551. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26552. }
  26553. } else {
  26554. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26555. return;
  26556. }
  26557. }
  26558. bindingType = this.BindingType.ArrayElement;
  26559. this.resolvedProperty = nodeProperty;
  26560. this.propertyIndex = propertyIndex;
  26561. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26562. // must use copy for Object3D.Euler/Quaternion
  26563. bindingType = this.BindingType.HasFromToArray;
  26564. this.resolvedProperty = nodeProperty;
  26565. } else if ( Array.isArray( nodeProperty ) ) {
  26566. bindingType = this.BindingType.EntireArray;
  26567. this.resolvedProperty = nodeProperty;
  26568. } else {
  26569. this.propertyName = propertyName;
  26570. }
  26571. // select getter / setter
  26572. this.getValue = this.GetterByBindingType[ bindingType ];
  26573. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26574. },
  26575. unbind: function () {
  26576. this.node = null;
  26577. // back to the prototype version of getValue / setValue
  26578. // note: avoiding to mutate the shape of 'this' via 'delete'
  26579. this.getValue = this._getValue_unbound;
  26580. this.setValue = this._setValue_unbound;
  26581. }
  26582. } );
  26583. // DECLARE ALIAS AFTER assign prototype
  26584. Object.assign( PropertyBinding.prototype, {
  26585. // initial state of these methods that calls 'bind'
  26586. _getValue_unbound: PropertyBinding.prototype.getValue,
  26587. _setValue_unbound: PropertyBinding.prototype.setValue,
  26588. } );
  26589. /**
  26590. *
  26591. * A group of objects that receives a shared animation state.
  26592. *
  26593. * Usage:
  26594. *
  26595. * - Add objects you would otherwise pass as 'root' to the
  26596. * constructor or the .clipAction method of AnimationMixer.
  26597. *
  26598. * - Instead pass this object as 'root'.
  26599. *
  26600. * - You can also add and remove objects later when the mixer
  26601. * is running.
  26602. *
  26603. * Note:
  26604. *
  26605. * Objects of this class appear as one object to the mixer,
  26606. * so cache control of the individual objects must be done
  26607. * on the group.
  26608. *
  26609. * Limitation:
  26610. *
  26611. * - The animated properties must be compatible among the
  26612. * all objects in the group.
  26613. *
  26614. * - A single property can either be controlled through a
  26615. * target group or directly, but not both.
  26616. *
  26617. * @author tschw
  26618. */
  26619. function AnimationObjectGroup() {
  26620. this.uuid = MathUtils.generateUUID();
  26621. // cached objects followed by the active ones
  26622. this._objects = Array.prototype.slice.call( arguments );
  26623. this.nCachedObjects_ = 0; // threshold
  26624. // note: read by PropertyBinding.Composite
  26625. var indices = {};
  26626. this._indicesByUUID = indices; // for bookkeeping
  26627. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26628. indices[ arguments[ i ].uuid ] = i;
  26629. }
  26630. this._paths = []; // inside: string
  26631. this._parsedPaths = []; // inside: { we don't care, here }
  26632. this._bindings = []; // inside: Array< PropertyBinding >
  26633. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26634. var scope = this;
  26635. this.stats = {
  26636. objects: {
  26637. get total() {
  26638. return scope._objects.length;
  26639. },
  26640. get inUse() {
  26641. return this.total - scope.nCachedObjects_;
  26642. }
  26643. },
  26644. get bindingsPerObject() {
  26645. return scope._bindings.length;
  26646. }
  26647. };
  26648. }
  26649. Object.assign( AnimationObjectGroup.prototype, {
  26650. isAnimationObjectGroup: true,
  26651. add: function () {
  26652. var objects = this._objects,
  26653. indicesByUUID = this._indicesByUUID,
  26654. paths = this._paths,
  26655. parsedPaths = this._parsedPaths,
  26656. bindings = this._bindings,
  26657. nBindings = bindings.length;
  26658. var knownObject = undefined,
  26659. nObjects = objects.length,
  26660. nCachedObjects = this.nCachedObjects_;
  26661. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26662. var object = arguments[ i ],
  26663. uuid = object.uuid;
  26664. var index = indicesByUUID[ uuid ];
  26665. if ( index === undefined ) {
  26666. // unknown object -> add it to the ACTIVE region
  26667. index = nObjects ++;
  26668. indicesByUUID[ uuid ] = index;
  26669. objects.push( object );
  26670. // accounting is done, now do the same for all bindings
  26671. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26672. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26673. }
  26674. } else if ( index < nCachedObjects ) {
  26675. knownObject = objects[ index ];
  26676. // move existing object to the ACTIVE region
  26677. var firstActiveIndex = -- nCachedObjects,
  26678. lastCachedObject = objects[ firstActiveIndex ];
  26679. indicesByUUID[ lastCachedObject.uuid ] = index;
  26680. objects[ index ] = lastCachedObject;
  26681. indicesByUUID[ uuid ] = firstActiveIndex;
  26682. objects[ firstActiveIndex ] = object;
  26683. // accounting is done, now do the same for all bindings
  26684. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26685. var bindingsForPath = bindings[ j$1 ],
  26686. lastCached = bindingsForPath[ firstActiveIndex ];
  26687. var binding = bindingsForPath[ index ];
  26688. bindingsForPath[ index ] = lastCached;
  26689. if ( binding === undefined ) {
  26690. // since we do not bother to create new bindings
  26691. // for objects that are cached, the binding may
  26692. // or may not exist
  26693. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26694. }
  26695. bindingsForPath[ firstActiveIndex ] = binding;
  26696. }
  26697. } else if ( objects[ index ] !== knownObject ) {
  26698. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26699. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26700. } // else the object is already where we want it to be
  26701. } // for arguments
  26702. this.nCachedObjects_ = nCachedObjects;
  26703. },
  26704. remove: function () {
  26705. var objects = this._objects,
  26706. indicesByUUID = this._indicesByUUID,
  26707. bindings = this._bindings,
  26708. nBindings = bindings.length;
  26709. var nCachedObjects = this.nCachedObjects_;
  26710. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26711. var object = arguments[ i ],
  26712. uuid = object.uuid,
  26713. index = indicesByUUID[ uuid ];
  26714. if ( index !== undefined && index >= nCachedObjects ) {
  26715. // move existing object into the CACHED region
  26716. var lastCachedIndex = nCachedObjects ++,
  26717. firstActiveObject = objects[ lastCachedIndex ];
  26718. indicesByUUID[ firstActiveObject.uuid ] = index;
  26719. objects[ index ] = firstActiveObject;
  26720. indicesByUUID[ uuid ] = lastCachedIndex;
  26721. objects[ lastCachedIndex ] = object;
  26722. // accounting is done, now do the same for all bindings
  26723. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26724. var bindingsForPath = bindings[ j ],
  26725. firstActive = bindingsForPath[ lastCachedIndex ],
  26726. binding = bindingsForPath[ index ];
  26727. bindingsForPath[ index ] = firstActive;
  26728. bindingsForPath[ lastCachedIndex ] = binding;
  26729. }
  26730. }
  26731. } // for arguments
  26732. this.nCachedObjects_ = nCachedObjects;
  26733. },
  26734. // remove & forget
  26735. uncache: function () {
  26736. var objects = this._objects,
  26737. indicesByUUID = this._indicesByUUID,
  26738. bindings = this._bindings,
  26739. nBindings = bindings.length;
  26740. var nCachedObjects = this.nCachedObjects_,
  26741. nObjects = objects.length;
  26742. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26743. var object = arguments[ i ],
  26744. uuid = object.uuid,
  26745. index = indicesByUUID[ uuid ];
  26746. if ( index !== undefined ) {
  26747. delete indicesByUUID[ uuid ];
  26748. if ( index < nCachedObjects ) {
  26749. // object is cached, shrink the CACHED region
  26750. var firstActiveIndex = -- nCachedObjects,
  26751. lastCachedObject = objects[ firstActiveIndex ],
  26752. lastIndex = -- nObjects,
  26753. lastObject = objects[ lastIndex ];
  26754. // last cached object takes this object's place
  26755. indicesByUUID[ lastCachedObject.uuid ] = index;
  26756. objects[ index ] = lastCachedObject;
  26757. // last object goes to the activated slot and pop
  26758. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26759. objects[ firstActiveIndex ] = lastObject;
  26760. objects.pop();
  26761. // accounting is done, now do the same for all bindings
  26762. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26763. var bindingsForPath = bindings[ j ],
  26764. lastCached = bindingsForPath[ firstActiveIndex ],
  26765. last = bindingsForPath[ lastIndex ];
  26766. bindingsForPath[ index ] = lastCached;
  26767. bindingsForPath[ firstActiveIndex ] = last;
  26768. bindingsForPath.pop();
  26769. }
  26770. } else {
  26771. // object is active, just swap with the last and pop
  26772. var lastIndex$1 = -- nObjects,
  26773. lastObject$1 = objects[ lastIndex$1 ];
  26774. indicesByUUID[ lastObject$1.uuid ] = index;
  26775. objects[ index ] = lastObject$1;
  26776. objects.pop();
  26777. // accounting is done, now do the same for all bindings
  26778. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26779. var bindingsForPath$1 = bindings[ j$1 ];
  26780. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26781. bindingsForPath$1.pop();
  26782. }
  26783. } // cached or active
  26784. } // if object is known
  26785. } // for arguments
  26786. this.nCachedObjects_ = nCachedObjects;
  26787. },
  26788. // Internal interface used by befriended PropertyBinding.Composite:
  26789. subscribe_: function ( path, parsedPath ) {
  26790. // returns an array of bindings for the given path that is changed
  26791. // according to the contained objects in the group
  26792. var indicesByPath = this._bindingsIndicesByPath,
  26793. index = indicesByPath[ path ],
  26794. bindings = this._bindings;
  26795. if ( index !== undefined ) { return bindings[ index ]; }
  26796. var paths = this._paths,
  26797. parsedPaths = this._parsedPaths,
  26798. objects = this._objects,
  26799. nObjects = objects.length,
  26800. nCachedObjects = this.nCachedObjects_,
  26801. bindingsForPath = new Array( nObjects );
  26802. index = bindings.length;
  26803. indicesByPath[ path ] = index;
  26804. paths.push( path );
  26805. parsedPaths.push( parsedPath );
  26806. bindings.push( bindingsForPath );
  26807. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26808. var object = objects[ i ];
  26809. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26810. }
  26811. return bindingsForPath;
  26812. },
  26813. unsubscribe_: function ( path ) {
  26814. // tells the group to forget about a property path and no longer
  26815. // update the array previously obtained with 'subscribe_'
  26816. var indicesByPath = this._bindingsIndicesByPath,
  26817. index = indicesByPath[ path ];
  26818. if ( index !== undefined ) {
  26819. var paths = this._paths,
  26820. parsedPaths = this._parsedPaths,
  26821. bindings = this._bindings,
  26822. lastBindingsIndex = bindings.length - 1,
  26823. lastBindings = bindings[ lastBindingsIndex ],
  26824. lastBindingsPath = path[ lastBindingsIndex ];
  26825. indicesByPath[ lastBindingsPath ] = index;
  26826. bindings[ index ] = lastBindings;
  26827. bindings.pop();
  26828. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26829. parsedPaths.pop();
  26830. paths[ index ] = paths[ lastBindingsIndex ];
  26831. paths.pop();
  26832. }
  26833. }
  26834. } );
  26835. /**
  26836. *
  26837. * Action provided by AnimationMixer for scheduling clip playback on specific
  26838. * objects.
  26839. *
  26840. * @author Ben Houston / http://clara.io/
  26841. * @author David Sarno / http://lighthaus.us/
  26842. * @author tschw
  26843. *
  26844. */
  26845. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26846. this._mixer = mixer;
  26847. this._clip = clip;
  26848. this._localRoot = localRoot || null;
  26849. this.blendMode = blendMode || clip.blendMode;
  26850. var tracks = clip.tracks,
  26851. nTracks = tracks.length,
  26852. interpolants = new Array( nTracks );
  26853. var interpolantSettings = {
  26854. endingStart: ZeroCurvatureEnding,
  26855. endingEnd: ZeroCurvatureEnding
  26856. };
  26857. for ( var i = 0; i !== nTracks; ++ i ) {
  26858. var interpolant = tracks[ i ].createInterpolant( null );
  26859. interpolants[ i ] = interpolant;
  26860. interpolant.settings = interpolantSettings;
  26861. }
  26862. this._interpolantSettings = interpolantSettings;
  26863. this._interpolants = interpolants; // bound by the mixer
  26864. // inside: PropertyMixer (managed by the mixer)
  26865. this._propertyBindings = new Array( nTracks );
  26866. this._cacheIndex = null; // for the memory manager
  26867. this._byClipCacheIndex = null; // for the memory manager
  26868. this._timeScaleInterpolant = null;
  26869. this._weightInterpolant = null;
  26870. this.loop = LoopRepeat;
  26871. this._loopCount = - 1;
  26872. // global mixer time when the action is to be started
  26873. // it's set back to 'null' upon start of the action
  26874. this._startTime = null;
  26875. // scaled local time of the action
  26876. // gets clamped or wrapped to 0..clip.duration according to loop
  26877. this.time = 0;
  26878. this.timeScale = 1;
  26879. this._effectiveTimeScale = 1;
  26880. this.weight = 1;
  26881. this._effectiveWeight = 1;
  26882. this.repetitions = Infinity; // no. of repetitions when looping
  26883. this.paused = false; // true -> zero effective time scale
  26884. this.enabled = true; // false -> zero effective weight
  26885. this.clampWhenFinished = false;// keep feeding the last frame?
  26886. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26887. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26888. }
  26889. Object.assign( AnimationAction.prototype, {
  26890. // State & Scheduling
  26891. play: function () {
  26892. this._mixer._activateAction( this );
  26893. return this;
  26894. },
  26895. stop: function () {
  26896. this._mixer._deactivateAction( this );
  26897. return this.reset();
  26898. },
  26899. reset: function () {
  26900. this.paused = false;
  26901. this.enabled = true;
  26902. this.time = 0; // restart clip
  26903. this._loopCount = - 1;// forget previous loops
  26904. this._startTime = null;// forget scheduling
  26905. return this.stopFading().stopWarping();
  26906. },
  26907. isRunning: function () {
  26908. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26909. this._startTime === null && this._mixer._isActiveAction( this );
  26910. },
  26911. // return true when play has been called
  26912. isScheduled: function () {
  26913. return this._mixer._isActiveAction( this );
  26914. },
  26915. startAt: function ( time ) {
  26916. this._startTime = time;
  26917. return this;
  26918. },
  26919. setLoop: function ( mode, repetitions ) {
  26920. this.loop = mode;
  26921. this.repetitions = repetitions;
  26922. return this;
  26923. },
  26924. // Weight
  26925. // set the weight stopping any scheduled fading
  26926. // although .enabled = false yields an effective weight of zero, this
  26927. // method does *not* change .enabled, because it would be confusing
  26928. setEffectiveWeight: function ( weight ) {
  26929. this.weight = weight;
  26930. // note: same logic as when updated at runtime
  26931. this._effectiveWeight = this.enabled ? weight : 0;
  26932. return this.stopFading();
  26933. },
  26934. // return the weight considering fading and .enabled
  26935. getEffectiveWeight: function () {
  26936. return this._effectiveWeight;
  26937. },
  26938. fadeIn: function ( duration ) {
  26939. return this._scheduleFading( duration, 0, 1 );
  26940. },
  26941. fadeOut: function ( duration ) {
  26942. return this._scheduleFading( duration, 1, 0 );
  26943. },
  26944. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26945. fadeOutAction.fadeOut( duration );
  26946. this.fadeIn( duration );
  26947. if ( warp ) {
  26948. var fadeInDuration = this._clip.duration,
  26949. fadeOutDuration = fadeOutAction._clip.duration,
  26950. startEndRatio = fadeOutDuration / fadeInDuration,
  26951. endStartRatio = fadeInDuration / fadeOutDuration;
  26952. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26953. this.warp( endStartRatio, 1.0, duration );
  26954. }
  26955. return this;
  26956. },
  26957. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26958. return fadeInAction.crossFadeFrom( this, duration, warp );
  26959. },
  26960. stopFading: function () {
  26961. var weightInterpolant = this._weightInterpolant;
  26962. if ( weightInterpolant !== null ) {
  26963. this._weightInterpolant = null;
  26964. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26965. }
  26966. return this;
  26967. },
  26968. // Time Scale Control
  26969. // set the time scale stopping any scheduled warping
  26970. // although .paused = true yields an effective time scale of zero, this
  26971. // method does *not* change .paused, because it would be confusing
  26972. setEffectiveTimeScale: function ( timeScale ) {
  26973. this.timeScale = timeScale;
  26974. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26975. return this.stopWarping();
  26976. },
  26977. // return the time scale considering warping and .paused
  26978. getEffectiveTimeScale: function () {
  26979. return this._effectiveTimeScale;
  26980. },
  26981. setDuration: function ( duration ) {
  26982. this.timeScale = this._clip.duration / duration;
  26983. return this.stopWarping();
  26984. },
  26985. syncWith: function ( action ) {
  26986. this.time = action.time;
  26987. this.timeScale = action.timeScale;
  26988. return this.stopWarping();
  26989. },
  26990. halt: function ( duration ) {
  26991. return this.warp( this._effectiveTimeScale, 0, duration );
  26992. },
  26993. warp: function ( startTimeScale, endTimeScale, duration ) {
  26994. var mixer = this._mixer,
  26995. now = mixer.time,
  26996. timeScale = this.timeScale;
  26997. var interpolant = this._timeScaleInterpolant;
  26998. if ( interpolant === null ) {
  26999. interpolant = mixer._lendControlInterpolant();
  27000. this._timeScaleInterpolant = interpolant;
  27001. }
  27002. var times = interpolant.parameterPositions,
  27003. values = interpolant.sampleValues;
  27004. times[ 0 ] = now;
  27005. times[ 1 ] = now + duration;
  27006. values[ 0 ] = startTimeScale / timeScale;
  27007. values[ 1 ] = endTimeScale / timeScale;
  27008. return this;
  27009. },
  27010. stopWarping: function () {
  27011. var timeScaleInterpolant = this._timeScaleInterpolant;
  27012. if ( timeScaleInterpolant !== null ) {
  27013. this._timeScaleInterpolant = null;
  27014. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  27015. }
  27016. return this;
  27017. },
  27018. // Object Accessors
  27019. getMixer: function () {
  27020. return this._mixer;
  27021. },
  27022. getClip: function () {
  27023. return this._clip;
  27024. },
  27025. getRoot: function () {
  27026. return this._localRoot || this._mixer._root;
  27027. },
  27028. // Interna
  27029. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  27030. // called by the mixer
  27031. if ( ! this.enabled ) {
  27032. // call ._updateWeight() to update ._effectiveWeight
  27033. this._updateWeight( time );
  27034. return;
  27035. }
  27036. var startTime = this._startTime;
  27037. if ( startTime !== null ) {
  27038. // check for scheduled start of action
  27039. var timeRunning = ( time - startTime ) * timeDirection;
  27040. if ( timeRunning < 0 || timeDirection === 0 ) {
  27041. return; // yet to come / don't decide when delta = 0
  27042. }
  27043. // start
  27044. this._startTime = null; // unschedule
  27045. deltaTime = timeDirection * timeRunning;
  27046. }
  27047. // apply time scale and advance time
  27048. deltaTime *= this._updateTimeScale( time );
  27049. var clipTime = this._updateTime( deltaTime );
  27050. // note: _updateTime may disable the action resulting in
  27051. // an effective weight of 0
  27052. var weight = this._updateWeight( time );
  27053. if ( weight > 0 ) {
  27054. var interpolants = this._interpolants;
  27055. var propertyMixers = this._propertyBindings;
  27056. switch ( this.blendMode ) {
  27057. case AdditiveAnimationBlendMode:
  27058. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27059. interpolants[ j ].evaluate( clipTime );
  27060. propertyMixers[ j ].accumulateAdditive( weight );
  27061. }
  27062. break;
  27063. case NormalAnimationBlendMode:
  27064. default:
  27065. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27066. interpolants[ j$1 ].evaluate( clipTime );
  27067. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27068. }
  27069. }
  27070. }
  27071. },
  27072. _updateWeight: function ( time ) {
  27073. var weight = 0;
  27074. if ( this.enabled ) {
  27075. weight = this.weight;
  27076. var interpolant = this._weightInterpolant;
  27077. if ( interpolant !== null ) {
  27078. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27079. weight *= interpolantValue;
  27080. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27081. this.stopFading();
  27082. if ( interpolantValue === 0 ) {
  27083. // faded out, disable
  27084. this.enabled = false;
  27085. }
  27086. }
  27087. }
  27088. }
  27089. this._effectiveWeight = weight;
  27090. return weight;
  27091. },
  27092. _updateTimeScale: function ( time ) {
  27093. var timeScale = 0;
  27094. if ( ! this.paused ) {
  27095. timeScale = this.timeScale;
  27096. var interpolant = this._timeScaleInterpolant;
  27097. if ( interpolant !== null ) {
  27098. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27099. timeScale *= interpolantValue;
  27100. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27101. this.stopWarping();
  27102. if ( timeScale === 0 ) {
  27103. // motion has halted, pause
  27104. this.paused = true;
  27105. } else {
  27106. // warp done - apply final time scale
  27107. this.timeScale = timeScale;
  27108. }
  27109. }
  27110. }
  27111. }
  27112. this._effectiveTimeScale = timeScale;
  27113. return timeScale;
  27114. },
  27115. _updateTime: function ( deltaTime ) {
  27116. var duration = this._clip.duration;
  27117. var loop = this.loop;
  27118. var time = this.time + deltaTime;
  27119. var loopCount = this._loopCount;
  27120. var pingPong = ( loop === LoopPingPong );
  27121. if ( deltaTime === 0 ) {
  27122. if ( loopCount === - 1 ) { return time; }
  27123. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27124. }
  27125. if ( loop === LoopOnce ) {
  27126. if ( loopCount === - 1 ) {
  27127. // just started
  27128. this._loopCount = 0;
  27129. this._setEndings( true, true, false );
  27130. }
  27131. handle_stop: {
  27132. if ( time >= duration ) {
  27133. time = duration;
  27134. } else if ( time < 0 ) {
  27135. time = 0;
  27136. } else {
  27137. this.time = time;
  27138. break handle_stop;
  27139. }
  27140. if ( this.clampWhenFinished ) { this.paused = true; }
  27141. else { this.enabled = false; }
  27142. this.time = time;
  27143. this._mixer.dispatchEvent( {
  27144. type: 'finished', action: this,
  27145. direction: deltaTime < 0 ? - 1 : 1
  27146. } );
  27147. }
  27148. } else { // repetitive Repeat or PingPong
  27149. if ( loopCount === - 1 ) {
  27150. // just started
  27151. if ( deltaTime >= 0 ) {
  27152. loopCount = 0;
  27153. this._setEndings( true, this.repetitions === 0, pingPong );
  27154. } else {
  27155. // when looping in reverse direction, the initial
  27156. // transition through zero counts as a repetition,
  27157. // so leave loopCount at -1
  27158. this._setEndings( this.repetitions === 0, true, pingPong );
  27159. }
  27160. }
  27161. if ( time >= duration || time < 0 ) {
  27162. // wrap around
  27163. var loopDelta = Math.floor( time / duration ); // signed
  27164. time -= duration * loopDelta;
  27165. loopCount += Math.abs( loopDelta );
  27166. var pending = this.repetitions - loopCount;
  27167. if ( pending <= 0 ) {
  27168. // have to stop (switch state, clamp time, fire event)
  27169. if ( this.clampWhenFinished ) { this.paused = true; }
  27170. else { this.enabled = false; }
  27171. time = deltaTime > 0 ? duration : 0;
  27172. this.time = time;
  27173. this._mixer.dispatchEvent( {
  27174. type: 'finished', action: this,
  27175. direction: deltaTime > 0 ? 1 : - 1
  27176. } );
  27177. } else {
  27178. // keep running
  27179. if ( pending === 1 ) {
  27180. // entering the last round
  27181. var atStart = deltaTime < 0;
  27182. this._setEndings( atStart, ! atStart, pingPong );
  27183. } else {
  27184. this._setEndings( false, false, pingPong );
  27185. }
  27186. this._loopCount = loopCount;
  27187. this.time = time;
  27188. this._mixer.dispatchEvent( {
  27189. type: 'loop', action: this, loopDelta: loopDelta
  27190. } );
  27191. }
  27192. } else {
  27193. this.time = time;
  27194. }
  27195. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27196. // invert time for the "pong round"
  27197. return duration - time;
  27198. }
  27199. }
  27200. return time;
  27201. },
  27202. _setEndings: function ( atStart, atEnd, pingPong ) {
  27203. var settings = this._interpolantSettings;
  27204. if ( pingPong ) {
  27205. settings.endingStart = ZeroSlopeEnding;
  27206. settings.endingEnd = ZeroSlopeEnding;
  27207. } else {
  27208. // assuming for LoopOnce atStart == atEnd == true
  27209. if ( atStart ) {
  27210. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27211. } else {
  27212. settings.endingStart = WrapAroundEnding;
  27213. }
  27214. if ( atEnd ) {
  27215. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27216. } else {
  27217. settings.endingEnd = WrapAroundEnding;
  27218. }
  27219. }
  27220. },
  27221. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27222. var mixer = this._mixer, now = mixer.time;
  27223. var interpolant = this._weightInterpolant;
  27224. if ( interpolant === null ) {
  27225. interpolant = mixer._lendControlInterpolant();
  27226. this._weightInterpolant = interpolant;
  27227. }
  27228. var times = interpolant.parameterPositions,
  27229. values = interpolant.sampleValues;
  27230. times[ 0 ] = now;
  27231. values[ 0 ] = weightNow;
  27232. times[ 1 ] = now + duration;
  27233. values[ 1 ] = weightThen;
  27234. return this;
  27235. }
  27236. } );
  27237. /**
  27238. *
  27239. * Player for AnimationClips.
  27240. *
  27241. *
  27242. * @author Ben Houston / http://clara.io/
  27243. * @author David Sarno / http://lighthaus.us/
  27244. * @author tschw
  27245. */
  27246. function AnimationMixer( root ) {
  27247. this._root = root;
  27248. this._initMemoryManager();
  27249. this._accuIndex = 0;
  27250. this.time = 0;
  27251. this.timeScale = 1.0;
  27252. }
  27253. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27254. constructor: AnimationMixer,
  27255. _bindAction: function ( action, prototypeAction ) {
  27256. var root = action._localRoot || this._root,
  27257. tracks = action._clip.tracks,
  27258. nTracks = tracks.length,
  27259. bindings = action._propertyBindings,
  27260. interpolants = action._interpolants,
  27261. rootUuid = root.uuid,
  27262. bindingsByRoot = this._bindingsByRootAndName;
  27263. var bindingsByName = bindingsByRoot[ rootUuid ];
  27264. if ( bindingsByName === undefined ) {
  27265. bindingsByName = {};
  27266. bindingsByRoot[ rootUuid ] = bindingsByName;
  27267. }
  27268. for ( var i = 0; i !== nTracks; ++ i ) {
  27269. var track = tracks[ i ],
  27270. trackName = track.name;
  27271. var binding = bindingsByName[ trackName ];
  27272. if ( binding !== undefined ) {
  27273. bindings[ i ] = binding;
  27274. } else {
  27275. binding = bindings[ i ];
  27276. if ( binding !== undefined ) {
  27277. // existing binding, make sure the cache knows
  27278. if ( binding._cacheIndex === null ) {
  27279. ++ binding.referenceCount;
  27280. this._addInactiveBinding( binding, rootUuid, trackName );
  27281. }
  27282. continue;
  27283. }
  27284. var path = prototypeAction && prototypeAction.
  27285. _propertyBindings[ i ].binding.parsedPath;
  27286. binding = new PropertyMixer(
  27287. PropertyBinding.create( root, trackName, path ),
  27288. track.ValueTypeName, track.getValueSize() );
  27289. ++ binding.referenceCount;
  27290. this._addInactiveBinding( binding, rootUuid, trackName );
  27291. bindings[ i ] = binding;
  27292. }
  27293. interpolants[ i ].resultBuffer = binding.buffer;
  27294. }
  27295. },
  27296. _activateAction: function ( action ) {
  27297. if ( ! this._isActiveAction( action ) ) {
  27298. if ( action._cacheIndex === null ) {
  27299. // this action has been forgotten by the cache, but the user
  27300. // appears to be still using it -> rebind
  27301. var rootUuid = ( action._localRoot || this._root ).uuid,
  27302. clipUuid = action._clip.uuid,
  27303. actionsForClip = this._actionsByClip[ clipUuid ];
  27304. this._bindAction( action,
  27305. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27306. this._addInactiveAction( action, clipUuid, rootUuid );
  27307. }
  27308. var bindings = action._propertyBindings;
  27309. // increment reference counts / sort out state
  27310. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27311. var binding = bindings[ i ];
  27312. if ( binding.useCount ++ === 0 ) {
  27313. this._lendBinding( binding );
  27314. binding.saveOriginalState();
  27315. }
  27316. }
  27317. this._lendAction( action );
  27318. }
  27319. },
  27320. _deactivateAction: function ( action ) {
  27321. if ( this._isActiveAction( action ) ) {
  27322. var bindings = action._propertyBindings;
  27323. // decrement reference counts / sort out state
  27324. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27325. var binding = bindings[ i ];
  27326. if ( -- binding.useCount === 0 ) {
  27327. binding.restoreOriginalState();
  27328. this._takeBackBinding( binding );
  27329. }
  27330. }
  27331. this._takeBackAction( action );
  27332. }
  27333. },
  27334. // Memory manager
  27335. _initMemoryManager: function () {
  27336. this._actions = []; // 'nActiveActions' followed by inactive ones
  27337. this._nActiveActions = 0;
  27338. this._actionsByClip = {};
  27339. // inside:
  27340. // {
  27341. // knownActions: Array< AnimationAction > - used as prototypes
  27342. // actionByRoot: AnimationAction - lookup
  27343. // }
  27344. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27345. this._nActiveBindings = 0;
  27346. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27347. this._controlInterpolants = []; // same game as above
  27348. this._nActiveControlInterpolants = 0;
  27349. var scope = this;
  27350. this.stats = {
  27351. actions: {
  27352. get total() {
  27353. return scope._actions.length;
  27354. },
  27355. get inUse() {
  27356. return scope._nActiveActions;
  27357. }
  27358. },
  27359. bindings: {
  27360. get total() {
  27361. return scope._bindings.length;
  27362. },
  27363. get inUse() {
  27364. return scope._nActiveBindings;
  27365. }
  27366. },
  27367. controlInterpolants: {
  27368. get total() {
  27369. return scope._controlInterpolants.length;
  27370. },
  27371. get inUse() {
  27372. return scope._nActiveControlInterpolants;
  27373. }
  27374. }
  27375. };
  27376. },
  27377. // Memory management for AnimationAction objects
  27378. _isActiveAction: function ( action ) {
  27379. var index = action._cacheIndex;
  27380. return index !== null && index < this._nActiveActions;
  27381. },
  27382. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27383. var actions = this._actions,
  27384. actionsByClip = this._actionsByClip;
  27385. var actionsForClip = actionsByClip[ clipUuid ];
  27386. if ( actionsForClip === undefined ) {
  27387. actionsForClip = {
  27388. knownActions: [ action ],
  27389. actionByRoot: {}
  27390. };
  27391. action._byClipCacheIndex = 0;
  27392. actionsByClip[ clipUuid ] = actionsForClip;
  27393. } else {
  27394. var knownActions = actionsForClip.knownActions;
  27395. action._byClipCacheIndex = knownActions.length;
  27396. knownActions.push( action );
  27397. }
  27398. action._cacheIndex = actions.length;
  27399. actions.push( action );
  27400. actionsForClip.actionByRoot[ rootUuid ] = action;
  27401. },
  27402. _removeInactiveAction: function ( action ) {
  27403. var actions = this._actions,
  27404. lastInactiveAction = actions[ actions.length - 1 ],
  27405. cacheIndex = action._cacheIndex;
  27406. lastInactiveAction._cacheIndex = cacheIndex;
  27407. actions[ cacheIndex ] = lastInactiveAction;
  27408. actions.pop();
  27409. action._cacheIndex = null;
  27410. var clipUuid = action._clip.uuid,
  27411. actionsByClip = this._actionsByClip,
  27412. actionsForClip = actionsByClip[ clipUuid ],
  27413. knownActionsForClip = actionsForClip.knownActions,
  27414. lastKnownAction =
  27415. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27416. byClipCacheIndex = action._byClipCacheIndex;
  27417. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27418. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27419. knownActionsForClip.pop();
  27420. action._byClipCacheIndex = null;
  27421. var actionByRoot = actionsForClip.actionByRoot,
  27422. rootUuid = ( action._localRoot || this._root ).uuid;
  27423. delete actionByRoot[ rootUuid ];
  27424. if ( knownActionsForClip.length === 0 ) {
  27425. delete actionsByClip[ clipUuid ];
  27426. }
  27427. this._removeInactiveBindingsForAction( action );
  27428. },
  27429. _removeInactiveBindingsForAction: function ( action ) {
  27430. var bindings = action._propertyBindings;
  27431. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27432. var binding = bindings[ i ];
  27433. if ( -- binding.referenceCount === 0 ) {
  27434. this._removeInactiveBinding( binding );
  27435. }
  27436. }
  27437. },
  27438. _lendAction: function ( action ) {
  27439. // [ active actions | inactive actions ]
  27440. // [ active actions >| inactive actions ]
  27441. // s a
  27442. // <-swap->
  27443. // a s
  27444. var actions = this._actions,
  27445. prevIndex = action._cacheIndex,
  27446. lastActiveIndex = this._nActiveActions ++,
  27447. firstInactiveAction = actions[ lastActiveIndex ];
  27448. action._cacheIndex = lastActiveIndex;
  27449. actions[ lastActiveIndex ] = action;
  27450. firstInactiveAction._cacheIndex = prevIndex;
  27451. actions[ prevIndex ] = firstInactiveAction;
  27452. },
  27453. _takeBackAction: function ( action ) {
  27454. // [ active actions | inactive actions ]
  27455. // [ active actions |< inactive actions ]
  27456. // a s
  27457. // <-swap->
  27458. // s a
  27459. var actions = this._actions,
  27460. prevIndex = action._cacheIndex,
  27461. firstInactiveIndex = -- this._nActiveActions,
  27462. lastActiveAction = actions[ firstInactiveIndex ];
  27463. action._cacheIndex = firstInactiveIndex;
  27464. actions[ firstInactiveIndex ] = action;
  27465. lastActiveAction._cacheIndex = prevIndex;
  27466. actions[ prevIndex ] = lastActiveAction;
  27467. },
  27468. // Memory management for PropertyMixer objects
  27469. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27470. var bindingsByRoot = this._bindingsByRootAndName,
  27471. bindings = this._bindings;
  27472. var bindingByName = bindingsByRoot[ rootUuid ];
  27473. if ( bindingByName === undefined ) {
  27474. bindingByName = {};
  27475. bindingsByRoot[ rootUuid ] = bindingByName;
  27476. }
  27477. bindingByName[ trackName ] = binding;
  27478. binding._cacheIndex = bindings.length;
  27479. bindings.push( binding );
  27480. },
  27481. _removeInactiveBinding: function ( binding ) {
  27482. var bindings = this._bindings,
  27483. propBinding = binding.binding,
  27484. rootUuid = propBinding.rootNode.uuid,
  27485. trackName = propBinding.path,
  27486. bindingsByRoot = this._bindingsByRootAndName,
  27487. bindingByName = bindingsByRoot[ rootUuid ],
  27488. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27489. cacheIndex = binding._cacheIndex;
  27490. lastInactiveBinding._cacheIndex = cacheIndex;
  27491. bindings[ cacheIndex ] = lastInactiveBinding;
  27492. bindings.pop();
  27493. delete bindingByName[ trackName ];
  27494. if ( Object.keys( bindingByName ).length === 0 ) {
  27495. delete bindingsByRoot[ rootUuid ];
  27496. }
  27497. },
  27498. _lendBinding: function ( binding ) {
  27499. var bindings = this._bindings,
  27500. prevIndex = binding._cacheIndex,
  27501. lastActiveIndex = this._nActiveBindings ++,
  27502. firstInactiveBinding = bindings[ lastActiveIndex ];
  27503. binding._cacheIndex = lastActiveIndex;
  27504. bindings[ lastActiveIndex ] = binding;
  27505. firstInactiveBinding._cacheIndex = prevIndex;
  27506. bindings[ prevIndex ] = firstInactiveBinding;
  27507. },
  27508. _takeBackBinding: function ( binding ) {
  27509. var bindings = this._bindings,
  27510. prevIndex = binding._cacheIndex,
  27511. firstInactiveIndex = -- this._nActiveBindings,
  27512. lastActiveBinding = bindings[ firstInactiveIndex ];
  27513. binding._cacheIndex = firstInactiveIndex;
  27514. bindings[ firstInactiveIndex ] = binding;
  27515. lastActiveBinding._cacheIndex = prevIndex;
  27516. bindings[ prevIndex ] = lastActiveBinding;
  27517. },
  27518. // Memory management of Interpolants for weight and time scale
  27519. _lendControlInterpolant: function () {
  27520. var interpolants = this._controlInterpolants,
  27521. lastActiveIndex = this._nActiveControlInterpolants ++;
  27522. var interpolant = interpolants[ lastActiveIndex ];
  27523. if ( interpolant === undefined ) {
  27524. interpolant = new LinearInterpolant(
  27525. new Float32Array( 2 ), new Float32Array( 2 ),
  27526. 1, this._controlInterpolantsResultBuffer );
  27527. interpolant.__cacheIndex = lastActiveIndex;
  27528. interpolants[ lastActiveIndex ] = interpolant;
  27529. }
  27530. return interpolant;
  27531. },
  27532. _takeBackControlInterpolant: function ( interpolant ) {
  27533. var interpolants = this._controlInterpolants,
  27534. prevIndex = interpolant.__cacheIndex,
  27535. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27536. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27537. interpolant.__cacheIndex = firstInactiveIndex;
  27538. interpolants[ firstInactiveIndex ] = interpolant;
  27539. lastActiveInterpolant.__cacheIndex = prevIndex;
  27540. interpolants[ prevIndex ] = lastActiveInterpolant;
  27541. },
  27542. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27543. // return an action for a clip optionally using a custom root target
  27544. // object (this method allocates a lot of dynamic memory in case a
  27545. // previously unknown clip/root combination is specified)
  27546. clipAction: function ( clip, optionalRoot, blendMode ) {
  27547. var root = optionalRoot || this._root,
  27548. rootUuid = root.uuid;
  27549. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27550. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27551. var actionsForClip = this._actionsByClip[ clipUuid ],
  27552. prototypeAction = null;
  27553. if ( blendMode === undefined ) {
  27554. if ( clipObject !== null ) {
  27555. blendMode = clipObject.blendMode;
  27556. } else {
  27557. blendMode = NormalAnimationBlendMode;
  27558. }
  27559. }
  27560. if ( actionsForClip !== undefined ) {
  27561. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27562. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27563. return existingAction;
  27564. }
  27565. // we know the clip, so we don't have to parse all
  27566. // the bindings again but can just copy
  27567. prototypeAction = actionsForClip.knownActions[ 0 ];
  27568. // also, take the clip from the prototype action
  27569. if ( clipObject === null )
  27570. { clipObject = prototypeAction._clip; }
  27571. }
  27572. // clip must be known when specified via string
  27573. if ( clipObject === null ) { return null; }
  27574. // allocate all resources required to run it
  27575. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27576. this._bindAction( newAction, prototypeAction );
  27577. // and make the action known to the memory manager
  27578. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27579. return newAction;
  27580. },
  27581. // get an existing action
  27582. existingAction: function ( clip, optionalRoot ) {
  27583. var root = optionalRoot || this._root,
  27584. rootUuid = root.uuid,
  27585. clipObject = typeof clip === 'string' ?
  27586. AnimationClip.findByName( root, clip ) : clip,
  27587. clipUuid = clipObject ? clipObject.uuid : clip,
  27588. actionsForClip = this._actionsByClip[ clipUuid ];
  27589. if ( actionsForClip !== undefined ) {
  27590. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27591. }
  27592. return null;
  27593. },
  27594. // deactivates all previously scheduled actions
  27595. stopAllAction: function () {
  27596. var actions = this._actions,
  27597. nActions = this._nActiveActions;
  27598. for ( var i = nActions - 1; i >= 0; -- i ) {
  27599. actions[ i ].stop();
  27600. }
  27601. return this;
  27602. },
  27603. // advance the time and update apply the animation
  27604. update: function ( deltaTime ) {
  27605. deltaTime *= this.timeScale;
  27606. var actions = this._actions,
  27607. nActions = this._nActiveActions,
  27608. time = this.time += deltaTime,
  27609. timeDirection = Math.sign( deltaTime ),
  27610. accuIndex = this._accuIndex ^= 1;
  27611. // run active actions
  27612. for ( var i = 0; i !== nActions; ++ i ) {
  27613. var action = actions[ i ];
  27614. action._update( time, deltaTime, timeDirection, accuIndex );
  27615. }
  27616. // update scene graph
  27617. var bindings = this._bindings,
  27618. nBindings = this._nActiveBindings;
  27619. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27620. bindings[ i$1 ].apply( accuIndex );
  27621. }
  27622. return this;
  27623. },
  27624. // Allows you to seek to a specific time in an animation.
  27625. setTime: function ( timeInSeconds ) {
  27626. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27627. for ( var i = 0; i < this._actions.length; i ++ ) {
  27628. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27629. }
  27630. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27631. },
  27632. // return this mixer's root target object
  27633. getRoot: function () {
  27634. return this._root;
  27635. },
  27636. // free all resources specific to a particular clip
  27637. uncacheClip: function ( clip ) {
  27638. var actions = this._actions,
  27639. clipUuid = clip.uuid,
  27640. actionsByClip = this._actionsByClip,
  27641. actionsForClip = actionsByClip[ clipUuid ];
  27642. if ( actionsForClip !== undefined ) {
  27643. // note: just calling _removeInactiveAction would mess up the
  27644. // iteration state and also require updating the state we can
  27645. // just throw away
  27646. var actionsToRemove = actionsForClip.knownActions;
  27647. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27648. var action = actionsToRemove[ i ];
  27649. this._deactivateAction( action );
  27650. var cacheIndex = action._cacheIndex,
  27651. lastInactiveAction = actions[ actions.length - 1 ];
  27652. action._cacheIndex = null;
  27653. action._byClipCacheIndex = null;
  27654. lastInactiveAction._cacheIndex = cacheIndex;
  27655. actions[ cacheIndex ] = lastInactiveAction;
  27656. actions.pop();
  27657. this._removeInactiveBindingsForAction( action );
  27658. }
  27659. delete actionsByClip[ clipUuid ];
  27660. }
  27661. },
  27662. // free all resources specific to a particular root target object
  27663. uncacheRoot: function ( root ) {
  27664. var rootUuid = root.uuid,
  27665. actionsByClip = this._actionsByClip;
  27666. for ( var clipUuid in actionsByClip ) {
  27667. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27668. action = actionByRoot[ rootUuid ];
  27669. if ( action !== undefined ) {
  27670. this._deactivateAction( action );
  27671. this._removeInactiveAction( action );
  27672. }
  27673. }
  27674. var bindingsByRoot = this._bindingsByRootAndName,
  27675. bindingByName = bindingsByRoot[ rootUuid ];
  27676. if ( bindingByName !== undefined ) {
  27677. for ( var trackName in bindingByName ) {
  27678. var binding = bindingByName[ trackName ];
  27679. binding.restoreOriginalState();
  27680. this._removeInactiveBinding( binding );
  27681. }
  27682. }
  27683. },
  27684. // remove a targeted clip from the cache
  27685. uncacheAction: function ( clip, optionalRoot ) {
  27686. var action = this.existingAction( clip, optionalRoot );
  27687. if ( action !== null ) {
  27688. this._deactivateAction( action );
  27689. this._removeInactiveAction( action );
  27690. }
  27691. }
  27692. } );
  27693. /**
  27694. * @author mrdoob / http://mrdoob.com/
  27695. */
  27696. function Uniform( value ) {
  27697. if ( typeof value === 'string' ) {
  27698. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27699. value = arguments[ 1 ];
  27700. }
  27701. this.value = value;
  27702. }
  27703. Uniform.prototype.clone = function () {
  27704. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27705. };
  27706. /**
  27707. * @author benaadams / https://twitter.com/ben_a_adams
  27708. */
  27709. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27710. InterleavedBuffer.call( this, array, stride );
  27711. this.meshPerAttribute = meshPerAttribute || 1;
  27712. }
  27713. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27714. constructor: InstancedInterleavedBuffer,
  27715. isInstancedInterleavedBuffer: true,
  27716. copy: function ( source ) {
  27717. InterleavedBuffer.prototype.copy.call( this, source );
  27718. this.meshPerAttribute = source.meshPerAttribute;
  27719. return this;
  27720. },
  27721. clone: function ( data ) {
  27722. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27723. ib.meshPerAttribute = this.meshPerAttribute;
  27724. return ib;
  27725. },
  27726. toJSON: function ( data ) {
  27727. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27728. json.isInstancedInterleavedBuffer = true;
  27729. json.meshPerAttribute = this.meshPerAttribute;
  27730. return json;
  27731. }
  27732. } );
  27733. /**
  27734. * @author mrdoob / http://mrdoob.com/
  27735. * @author bhouston / http://clara.io/
  27736. * @author stephomi / http://stephaneginier.com/
  27737. */
  27738. function Raycaster( origin, direction, near, far ) {
  27739. this.ray = new Ray( origin, direction );
  27740. // direction is assumed to be normalized (for accurate distance calculations)
  27741. this.near = near || 0;
  27742. this.far = far || Infinity;
  27743. this.camera = null;
  27744. this.layers = new Layers();
  27745. this.params = {
  27746. Mesh: {},
  27747. Line: { threshold: 1 },
  27748. LOD: {},
  27749. Points: { threshold: 1 },
  27750. Sprite: {}
  27751. };
  27752. Object.defineProperties( this.params, {
  27753. PointCloud: {
  27754. get: function () {
  27755. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27756. return this.Points;
  27757. }
  27758. }
  27759. } );
  27760. }
  27761. function ascSort( a, b ) {
  27762. return a.distance - b.distance;
  27763. }
  27764. function intersectObject( object, raycaster, intersects, recursive ) {
  27765. if ( object.layers.test( raycaster.layers ) ) {
  27766. object.raycast( raycaster, intersects );
  27767. }
  27768. if ( recursive === true ) {
  27769. var children = object.children;
  27770. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27771. intersectObject( children[ i ], raycaster, intersects, true );
  27772. }
  27773. }
  27774. }
  27775. Object.assign( Raycaster.prototype, {
  27776. set: function ( origin, direction ) {
  27777. // direction is assumed to be normalized (for accurate distance calculations)
  27778. this.ray.set( origin, direction );
  27779. },
  27780. setFromCamera: function ( coords, camera ) {
  27781. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27782. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27783. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27784. this.camera = camera;
  27785. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27786. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27787. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27788. this.camera = camera;
  27789. } else {
  27790. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27791. }
  27792. },
  27793. intersectObject: function ( object, recursive, optionalTarget ) {
  27794. var intersects = optionalTarget || [];
  27795. intersectObject( object, this, intersects, recursive );
  27796. intersects.sort( ascSort );
  27797. return intersects;
  27798. },
  27799. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27800. var intersects = optionalTarget || [];
  27801. if ( Array.isArray( objects ) === false ) {
  27802. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27803. return intersects;
  27804. }
  27805. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27806. intersectObject( objects[ i ], this, intersects, recursive );
  27807. }
  27808. intersects.sort( ascSort );
  27809. return intersects;
  27810. }
  27811. } );
  27812. /**
  27813. * @author bhouston / http://clara.io
  27814. * @author WestLangley / http://github.com/WestLangley
  27815. *
  27816. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27817. *
  27818. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27819. * The azimuthal angle (theta) is measured from the positive z-axis.
  27820. */
  27821. function Spherical( radius, phi, theta ) {
  27822. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27823. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27824. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27825. return this;
  27826. }
  27827. Object.assign( Spherical.prototype, {
  27828. set: function ( radius, phi, theta ) {
  27829. this.radius = radius;
  27830. this.phi = phi;
  27831. this.theta = theta;
  27832. return this;
  27833. },
  27834. clone: function () {
  27835. return new this.constructor().copy( this );
  27836. },
  27837. copy: function ( other ) {
  27838. this.radius = other.radius;
  27839. this.phi = other.phi;
  27840. this.theta = other.theta;
  27841. return this;
  27842. },
  27843. // restrict phi to be betwee EPS and PI-EPS
  27844. makeSafe: function () {
  27845. var EPS = 0.000001;
  27846. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27847. return this;
  27848. },
  27849. setFromVector3: function ( v ) {
  27850. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27851. },
  27852. setFromCartesianCoords: function ( x, y, z ) {
  27853. this.radius = Math.sqrt( x * x + y * y + z * z );
  27854. if ( this.radius === 0 ) {
  27855. this.theta = 0;
  27856. this.phi = 0;
  27857. } else {
  27858. this.theta = Math.atan2( x, z );
  27859. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27860. }
  27861. return this;
  27862. }
  27863. } );
  27864. /**
  27865. * @author Mugen87 / https://github.com/Mugen87
  27866. *
  27867. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27868. *
  27869. */
  27870. function Cylindrical( radius, theta, y ) {
  27871. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27872. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27873. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27874. return this;
  27875. }
  27876. Object.assign( Cylindrical.prototype, {
  27877. set: function ( radius, theta, y ) {
  27878. this.radius = radius;
  27879. this.theta = theta;
  27880. this.y = y;
  27881. return this;
  27882. },
  27883. clone: function () {
  27884. return new this.constructor().copy( this );
  27885. },
  27886. copy: function ( other ) {
  27887. this.radius = other.radius;
  27888. this.theta = other.theta;
  27889. this.y = other.y;
  27890. return this;
  27891. },
  27892. setFromVector3: function ( v ) {
  27893. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27894. },
  27895. setFromCartesianCoords: function ( x, y, z ) {
  27896. this.radius = Math.sqrt( x * x + z * z );
  27897. this.theta = Math.atan2( x, z );
  27898. this.y = y;
  27899. return this;
  27900. }
  27901. } );
  27902. /**
  27903. * @author bhouston / http://clara.io
  27904. */
  27905. var _vector$7 = new Vector2();
  27906. function Box2( min, max ) {
  27907. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27908. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27909. }
  27910. Object.assign( Box2.prototype, {
  27911. set: function ( min, max ) {
  27912. this.min.copy( min );
  27913. this.max.copy( max );
  27914. return this;
  27915. },
  27916. setFromPoints: function ( points ) {
  27917. this.makeEmpty();
  27918. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27919. this.expandByPoint( points[ i ] );
  27920. }
  27921. return this;
  27922. },
  27923. setFromCenterAndSize: function ( center, size ) {
  27924. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27925. this.min.copy( center ).sub( halfSize );
  27926. this.max.copy( center ).add( halfSize );
  27927. return this;
  27928. },
  27929. clone: function () {
  27930. return new this.constructor().copy( this );
  27931. },
  27932. copy: function ( box ) {
  27933. this.min.copy( box.min );
  27934. this.max.copy( box.max );
  27935. return this;
  27936. },
  27937. makeEmpty: function () {
  27938. this.min.x = this.min.y = + Infinity;
  27939. this.max.x = this.max.y = - Infinity;
  27940. return this;
  27941. },
  27942. isEmpty: function () {
  27943. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27944. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27945. },
  27946. getCenter: function ( target ) {
  27947. if ( target === undefined ) {
  27948. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27949. target = new Vector2();
  27950. }
  27951. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27952. },
  27953. getSize: function ( target ) {
  27954. if ( target === undefined ) {
  27955. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27956. target = new Vector2();
  27957. }
  27958. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27959. },
  27960. expandByPoint: function ( point ) {
  27961. this.min.min( point );
  27962. this.max.max( point );
  27963. return this;
  27964. },
  27965. expandByVector: function ( vector ) {
  27966. this.min.sub( vector );
  27967. this.max.add( vector );
  27968. return this;
  27969. },
  27970. expandByScalar: function ( scalar ) {
  27971. this.min.addScalar( - scalar );
  27972. this.max.addScalar( scalar );
  27973. return this;
  27974. },
  27975. containsPoint: function ( point ) {
  27976. return point.x < this.min.x || point.x > this.max.x ||
  27977. point.y < this.min.y || point.y > this.max.y ? false : true;
  27978. },
  27979. containsBox: function ( box ) {
  27980. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27981. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27982. },
  27983. getParameter: function ( point, target ) {
  27984. // This can potentially have a divide by zero if the box
  27985. // has a size dimension of 0.
  27986. if ( target === undefined ) {
  27987. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27988. target = new Vector2();
  27989. }
  27990. return target.set(
  27991. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27992. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27993. );
  27994. },
  27995. intersectsBox: function ( box ) {
  27996. // using 4 splitting planes to rule out intersections
  27997. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27998. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27999. },
  28000. clampPoint: function ( point, target ) {
  28001. if ( target === undefined ) {
  28002. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  28003. target = new Vector2();
  28004. }
  28005. return target.copy( point ).clamp( this.min, this.max );
  28006. },
  28007. distanceToPoint: function ( point ) {
  28008. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  28009. return clampedPoint.sub( point ).length();
  28010. },
  28011. intersect: function ( box ) {
  28012. this.min.max( box.min );
  28013. this.max.min( box.max );
  28014. return this;
  28015. },
  28016. union: function ( box ) {
  28017. this.min.min( box.min );
  28018. this.max.max( box.max );
  28019. return this;
  28020. },
  28021. translate: function ( offset ) {
  28022. this.min.add( offset );
  28023. this.max.add( offset );
  28024. return this;
  28025. },
  28026. equals: function ( box ) {
  28027. return box.min.equals( this.min ) && box.max.equals( this.max );
  28028. }
  28029. } );
  28030. /**
  28031. * @author bhouston / http://clara.io
  28032. */
  28033. var _startP = new Vector3();
  28034. var _startEnd = new Vector3();
  28035. function Line3( start, end ) {
  28036. this.start = ( start !== undefined ) ? start : new Vector3();
  28037. this.end = ( end !== undefined ) ? end : new Vector3();
  28038. }
  28039. Object.assign( Line3.prototype, {
  28040. set: function ( start, end ) {
  28041. this.start.copy( start );
  28042. this.end.copy( end );
  28043. return this;
  28044. },
  28045. clone: function () {
  28046. return new this.constructor().copy( this );
  28047. },
  28048. copy: function ( line ) {
  28049. this.start.copy( line.start );
  28050. this.end.copy( line.end );
  28051. return this;
  28052. },
  28053. getCenter: function ( target ) {
  28054. if ( target === undefined ) {
  28055. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28056. target = new Vector3();
  28057. }
  28058. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28059. },
  28060. delta: function ( target ) {
  28061. if ( target === undefined ) {
  28062. console.warn( 'THREE.Line3: .delta() target is now required' );
  28063. target = new Vector3();
  28064. }
  28065. return target.subVectors( this.end, this.start );
  28066. },
  28067. distanceSq: function () {
  28068. return this.start.distanceToSquared( this.end );
  28069. },
  28070. distance: function () {
  28071. return this.start.distanceTo( this.end );
  28072. },
  28073. at: function ( t, target ) {
  28074. if ( target === undefined ) {
  28075. console.warn( 'THREE.Line3: .at() target is now required' );
  28076. target = new Vector3();
  28077. }
  28078. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28079. },
  28080. closestPointToPointParameter: function ( point, clampToLine ) {
  28081. _startP.subVectors( point, this.start );
  28082. _startEnd.subVectors( this.end, this.start );
  28083. var startEnd2 = _startEnd.dot( _startEnd );
  28084. var startEnd_startP = _startEnd.dot( _startP );
  28085. var t = startEnd_startP / startEnd2;
  28086. if ( clampToLine ) {
  28087. t = MathUtils.clamp( t, 0, 1 );
  28088. }
  28089. return t;
  28090. },
  28091. closestPointToPoint: function ( point, clampToLine, target ) {
  28092. var t = this.closestPointToPointParameter( point, clampToLine );
  28093. if ( target === undefined ) {
  28094. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28095. target = new Vector3();
  28096. }
  28097. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28098. },
  28099. applyMatrix4: function ( matrix ) {
  28100. this.start.applyMatrix4( matrix );
  28101. this.end.applyMatrix4( matrix );
  28102. return this;
  28103. },
  28104. equals: function ( line ) {
  28105. return line.start.equals( this.start ) && line.end.equals( this.end );
  28106. }
  28107. } );
  28108. /**
  28109. * @author alteredq / http://alteredqualia.com/
  28110. */
  28111. function ImmediateRenderObject( material ) {
  28112. Object3D.call( this );
  28113. this.material = material;
  28114. this.render = function ( /* renderCallback */ ) {};
  28115. this.hasPositions = false;
  28116. this.hasNormals = false;
  28117. this.hasColors = false;
  28118. this.hasUvs = false;
  28119. this.positionArray = null;
  28120. this.normalArray = null;
  28121. this.colorArray = null;
  28122. this.uvArray = null;
  28123. this.count = 0;
  28124. }
  28125. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28126. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28127. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28128. /**
  28129. * @author alteredq / http://alteredqualia.com/
  28130. * @author mrdoob / http://mrdoob.com/
  28131. * @author WestLangley / http://github.com/WestLangley
  28132. */
  28133. var _vector$8 = new Vector3();
  28134. function SpotLightHelper( light, color ) {
  28135. Object3D.call( this );
  28136. this.light = light;
  28137. this.light.updateMatrixWorld();
  28138. this.matrix = light.matrixWorld;
  28139. this.matrixAutoUpdate = false;
  28140. this.color = color;
  28141. var geometry = new BufferGeometry();
  28142. var positions = [
  28143. 0, 0, 0, 0, 0, 1,
  28144. 0, 0, 0, 1, 0, 1,
  28145. 0, 0, 0, - 1, 0, 1,
  28146. 0, 0, 0, 0, 1, 1,
  28147. 0, 0, 0, 0, - 1, 1
  28148. ];
  28149. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28150. var p1 = ( i / l ) * Math.PI * 2;
  28151. var p2 = ( j / l ) * Math.PI * 2;
  28152. positions.push(
  28153. Math.cos( p1 ), Math.sin( p1 ), 1,
  28154. Math.cos( p2 ), Math.sin( p2 ), 1
  28155. );
  28156. }
  28157. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28158. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28159. this.cone = new LineSegments( geometry, material );
  28160. this.add( this.cone );
  28161. this.update();
  28162. }
  28163. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28164. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28165. SpotLightHelper.prototype.dispose = function () {
  28166. this.cone.geometry.dispose();
  28167. this.cone.material.dispose();
  28168. };
  28169. SpotLightHelper.prototype.update = function () {
  28170. this.light.updateMatrixWorld();
  28171. var coneLength = this.light.distance ? this.light.distance : 1000;
  28172. var coneWidth = coneLength * Math.tan( this.light.angle );
  28173. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28174. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28175. this.cone.lookAt( _vector$8 );
  28176. if ( this.color !== undefined ) {
  28177. this.cone.material.color.set( this.color );
  28178. } else {
  28179. this.cone.material.color.copy( this.light.color );
  28180. }
  28181. };
  28182. /**
  28183. * @author Sean Griffin / http://twitter.com/sgrif
  28184. * @author Michael Guerrero / http://realitymeltdown.com
  28185. * @author mrdoob / http://mrdoob.com/
  28186. * @author ikerr / http://verold.com
  28187. * @author Mugen87 / https://github.com/Mugen87
  28188. */
  28189. var _vector$9 = new Vector3();
  28190. var _boneMatrix = new Matrix4();
  28191. var _matrixWorldInv = new Matrix4();
  28192. function getBoneList( object ) {
  28193. var boneList = [];
  28194. if ( object && object.isBone ) {
  28195. boneList.push( object );
  28196. }
  28197. for ( var i = 0; i < object.children.length; i ++ ) {
  28198. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28199. }
  28200. return boneList;
  28201. }
  28202. function SkeletonHelper( object ) {
  28203. var bones = getBoneList( object );
  28204. var geometry = new BufferGeometry();
  28205. var vertices = [];
  28206. var colors = [];
  28207. var color1 = new Color( 0, 0, 1 );
  28208. var color2 = new Color( 0, 1, 0 );
  28209. for ( var i = 0; i < bones.length; i ++ ) {
  28210. var bone = bones[ i ];
  28211. if ( bone.parent && bone.parent.isBone ) {
  28212. vertices.push( 0, 0, 0 );
  28213. vertices.push( 0, 0, 0 );
  28214. colors.push( color1.r, color1.g, color1.b );
  28215. colors.push( color2.r, color2.g, color2.b );
  28216. }
  28217. }
  28218. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28219. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28220. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28221. LineSegments.call( this, geometry, material );
  28222. this.type = 'SkeletonHelper';
  28223. this.root = object;
  28224. this.bones = bones;
  28225. this.matrix = object.matrixWorld;
  28226. this.matrixAutoUpdate = false;
  28227. }
  28228. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28229. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28230. SkeletonHelper.prototype.isSkeletonHelper = true;
  28231. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28232. var bones = this.bones;
  28233. var geometry = this.geometry;
  28234. var position = geometry.getAttribute( 'position' );
  28235. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28236. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28237. var bone = bones[ i ];
  28238. if ( bone.parent && bone.parent.isBone ) {
  28239. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28240. _vector$9.setFromMatrixPosition( _boneMatrix );
  28241. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28242. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28243. _vector$9.setFromMatrixPosition( _boneMatrix );
  28244. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28245. j += 2;
  28246. }
  28247. }
  28248. geometry.getAttribute( 'position' ).needsUpdate = true;
  28249. Object3D.prototype.updateMatrixWorld.call( this, force );
  28250. };
  28251. /**
  28252. * @author alteredq / http://alteredqualia.com/
  28253. * @author mrdoob / http://mrdoob.com/
  28254. */
  28255. function PointLightHelper( light, sphereSize, color ) {
  28256. this.light = light;
  28257. this.light.updateMatrixWorld();
  28258. this.color = color;
  28259. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28260. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28261. Mesh.call( this, geometry, material );
  28262. this.type = 'PointLightHelper';
  28263. this.matrix = this.light.matrixWorld;
  28264. this.matrixAutoUpdate = false;
  28265. this.update();
  28266. /*
  28267. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28268. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28269. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28270. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28271. const d = light.distance;
  28272. if ( d === 0.0 ) {
  28273. this.lightDistance.visible = false;
  28274. } else {
  28275. this.lightDistance.scale.set( d, d, d );
  28276. }
  28277. this.add( this.lightDistance );
  28278. */
  28279. }
  28280. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28281. PointLightHelper.prototype.constructor = PointLightHelper;
  28282. PointLightHelper.prototype.dispose = function () {
  28283. this.geometry.dispose();
  28284. this.material.dispose();
  28285. };
  28286. PointLightHelper.prototype.update = function () {
  28287. if ( this.color !== undefined ) {
  28288. this.material.color.set( this.color );
  28289. } else {
  28290. this.material.color.copy( this.light.color );
  28291. }
  28292. /*
  28293. const d = this.light.distance;
  28294. if ( d === 0.0 ) {
  28295. this.lightDistance.visible = false;
  28296. } else {
  28297. this.lightDistance.visible = true;
  28298. this.lightDistance.scale.set( d, d, d );
  28299. }
  28300. */
  28301. };
  28302. /**
  28303. * @author alteredq / http://alteredqualia.com/
  28304. * @author mrdoob / http://mrdoob.com/
  28305. * @author Mugen87 / https://github.com/Mugen87
  28306. */
  28307. var _vector$a = new Vector3();
  28308. var _color1 = new Color();
  28309. var _color2 = new Color();
  28310. function HemisphereLightHelper( light, size, color ) {
  28311. Object3D.call( this );
  28312. this.light = light;
  28313. this.light.updateMatrixWorld();
  28314. this.matrix = light.matrixWorld;
  28315. this.matrixAutoUpdate = false;
  28316. this.color = color;
  28317. var geometry = new OctahedronBufferGeometry( size );
  28318. geometry.rotateY( Math.PI * 0.5 );
  28319. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28320. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28321. var position = geometry.getAttribute( 'position' );
  28322. var colors = new Float32Array( position.count * 3 );
  28323. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28324. this.add( new Mesh( geometry, this.material ) );
  28325. this.update();
  28326. }
  28327. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28328. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28329. HemisphereLightHelper.prototype.dispose = function () {
  28330. this.children[ 0 ].geometry.dispose();
  28331. this.children[ 0 ].material.dispose();
  28332. };
  28333. HemisphereLightHelper.prototype.update = function () {
  28334. var mesh = this.children[ 0 ];
  28335. if ( this.color !== undefined ) {
  28336. this.material.color.set( this.color );
  28337. } else {
  28338. var colors = mesh.geometry.getAttribute( 'color' );
  28339. _color1.copy( this.light.color );
  28340. _color2.copy( this.light.groundColor );
  28341. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28342. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28343. colors.setXYZ( i, color.r, color.g, color.b );
  28344. }
  28345. colors.needsUpdate = true;
  28346. }
  28347. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28348. };
  28349. /**
  28350. * @author mrdoob / http://mrdoob.com/
  28351. */
  28352. function GridHelper( size, divisions, color1, color2 ) {
  28353. size = size || 10;
  28354. divisions = divisions || 10;
  28355. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28356. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28357. var center = divisions / 2;
  28358. var step = size / divisions;
  28359. var halfSize = size / 2;
  28360. var vertices = [], colors = [];
  28361. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28362. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28363. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28364. var color = i === center ? color1 : color2;
  28365. color.toArray( colors, j ); j += 3;
  28366. color.toArray( colors, j ); j += 3;
  28367. color.toArray( colors, j ); j += 3;
  28368. color.toArray( colors, j ); j += 3;
  28369. }
  28370. var geometry = new BufferGeometry();
  28371. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28372. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28373. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28374. LineSegments.call( this, geometry, material );
  28375. this.type = 'GridHelper';
  28376. }
  28377. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28378. constructor: GridHelper,
  28379. copy: function ( source ) {
  28380. LineSegments.prototype.copy.call( this, source );
  28381. this.geometry.copy( source.geometry );
  28382. this.material.copy( source.material );
  28383. return this;
  28384. },
  28385. clone: function () {
  28386. return new this.constructor().copy( this );
  28387. }
  28388. } );
  28389. /**
  28390. * @author mrdoob / http://mrdoob.com/
  28391. * @author Mugen87 / http://github.com/Mugen87
  28392. * @author Hectate / http://www.github.com/Hectate
  28393. */
  28394. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28395. radius = radius || 10;
  28396. radials = radials || 16;
  28397. circles = circles || 8;
  28398. divisions = divisions || 64;
  28399. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28400. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28401. var vertices = [];
  28402. var colors = [];
  28403. // create the radials
  28404. for ( var i = 0; i <= radials; i ++ ) {
  28405. var v = ( i / radials ) * ( Math.PI * 2 );
  28406. var x = Math.sin( v ) * radius;
  28407. var z = Math.cos( v ) * radius;
  28408. vertices.push( 0, 0, 0 );
  28409. vertices.push( x, 0, z );
  28410. var color = ( i & 1 ) ? color1 : color2;
  28411. colors.push( color.r, color.g, color.b );
  28412. colors.push( color.r, color.g, color.b );
  28413. }
  28414. // create the circles
  28415. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28416. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28417. var r = radius - ( radius / circles * i$1 );
  28418. for ( var j = 0; j < divisions; j ++ ) {
  28419. // first vertex
  28420. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28421. var x$1 = Math.sin( v$1 ) * r;
  28422. var z$1 = Math.cos( v$1 ) * r;
  28423. vertices.push( x$1, 0, z$1 );
  28424. colors.push( color$1.r, color$1.g, color$1.b );
  28425. // second vertex
  28426. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28427. x$1 = Math.sin( v$1 ) * r;
  28428. z$1 = Math.cos( v$1 ) * r;
  28429. vertices.push( x$1, 0, z$1 );
  28430. colors.push( color$1.r, color$1.g, color$1.b );
  28431. }
  28432. }
  28433. var geometry = new BufferGeometry();
  28434. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28435. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28436. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28437. LineSegments.call( this, geometry, material );
  28438. this.type = 'PolarGridHelper';
  28439. }
  28440. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28441. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28442. /**
  28443. * @author alteredq / http://alteredqualia.com/
  28444. * @author mrdoob / http://mrdoob.com/
  28445. * @author WestLangley / http://github.com/WestLangley
  28446. */
  28447. var _v1$5 = new Vector3();
  28448. var _v2$3 = new Vector3();
  28449. var _v3$1 = new Vector3();
  28450. function DirectionalLightHelper( light, size, color ) {
  28451. Object3D.call( this );
  28452. this.light = light;
  28453. this.light.updateMatrixWorld();
  28454. this.matrix = light.matrixWorld;
  28455. this.matrixAutoUpdate = false;
  28456. this.color = color;
  28457. if ( size === undefined ) { size = 1; }
  28458. var geometry = new BufferGeometry();
  28459. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28460. - size, size, 0,
  28461. size, size, 0,
  28462. size, - size, 0,
  28463. - size, - size, 0,
  28464. - size, size, 0
  28465. ], 3 ) );
  28466. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28467. this.lightPlane = new Line( geometry, material );
  28468. this.add( this.lightPlane );
  28469. geometry = new BufferGeometry();
  28470. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28471. this.targetLine = new Line( geometry, material );
  28472. this.add( this.targetLine );
  28473. this.update();
  28474. }
  28475. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28476. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28477. DirectionalLightHelper.prototype.dispose = function () {
  28478. this.lightPlane.geometry.dispose();
  28479. this.lightPlane.material.dispose();
  28480. this.targetLine.geometry.dispose();
  28481. this.targetLine.material.dispose();
  28482. };
  28483. DirectionalLightHelper.prototype.update = function () {
  28484. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28485. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28486. _v3$1.subVectors( _v2$3, _v1$5 );
  28487. this.lightPlane.lookAt( _v2$3 );
  28488. if ( this.color !== undefined ) {
  28489. this.lightPlane.material.color.set( this.color );
  28490. this.targetLine.material.color.set( this.color );
  28491. } else {
  28492. this.lightPlane.material.color.copy( this.light.color );
  28493. this.targetLine.material.color.copy( this.light.color );
  28494. }
  28495. this.targetLine.lookAt( _v2$3 );
  28496. this.targetLine.scale.z = _v3$1.length();
  28497. };
  28498. /**
  28499. * @author alteredq / http://alteredqualia.com/
  28500. * @author Mugen87 / https://github.com/Mugen87
  28501. *
  28502. * - shows frustum, line of sight and up of the camera
  28503. * - suitable for fast updates
  28504. * - based on frustum visualization in lightgl.js shadowmap example
  28505. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28506. */
  28507. var _vector$b = new Vector3();
  28508. var _camera = new Camera();
  28509. function CameraHelper( camera ) {
  28510. var geometry = new BufferGeometry();
  28511. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28512. var vertices = [];
  28513. var colors = [];
  28514. var pointMap = {};
  28515. // colors
  28516. var colorFrustum = new Color( 0xffaa00 );
  28517. var colorCone = new Color( 0xff0000 );
  28518. var colorUp = new Color( 0x00aaff );
  28519. var colorTarget = new Color( 0xffffff );
  28520. var colorCross = new Color( 0x333333 );
  28521. // near
  28522. addLine( 'n1', 'n2', colorFrustum );
  28523. addLine( 'n2', 'n4', colorFrustum );
  28524. addLine( 'n4', 'n3', colorFrustum );
  28525. addLine( 'n3', 'n1', colorFrustum );
  28526. // far
  28527. addLine( 'f1', 'f2', colorFrustum );
  28528. addLine( 'f2', 'f4', colorFrustum );
  28529. addLine( 'f4', 'f3', colorFrustum );
  28530. addLine( 'f3', 'f1', colorFrustum );
  28531. // sides
  28532. addLine( 'n1', 'f1', colorFrustum );
  28533. addLine( 'n2', 'f2', colorFrustum );
  28534. addLine( 'n3', 'f3', colorFrustum );
  28535. addLine( 'n4', 'f4', colorFrustum );
  28536. // cone
  28537. addLine( 'p', 'n1', colorCone );
  28538. addLine( 'p', 'n2', colorCone );
  28539. addLine( 'p', 'n3', colorCone );
  28540. addLine( 'p', 'n4', colorCone );
  28541. // up
  28542. addLine( 'u1', 'u2', colorUp );
  28543. addLine( 'u2', 'u3', colorUp );
  28544. addLine( 'u3', 'u1', colorUp );
  28545. // target
  28546. addLine( 'c', 't', colorTarget );
  28547. addLine( 'p', 'c', colorCross );
  28548. // cross
  28549. addLine( 'cn1', 'cn2', colorCross );
  28550. addLine( 'cn3', 'cn4', colorCross );
  28551. addLine( 'cf1', 'cf2', colorCross );
  28552. addLine( 'cf3', 'cf4', colorCross );
  28553. function addLine( a, b, color ) {
  28554. addPoint( a, color );
  28555. addPoint( b, color );
  28556. }
  28557. function addPoint( id, color ) {
  28558. vertices.push( 0, 0, 0 );
  28559. colors.push( color.r, color.g, color.b );
  28560. if ( pointMap[ id ] === undefined ) {
  28561. pointMap[ id ] = [];
  28562. }
  28563. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28564. }
  28565. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28566. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28567. LineSegments.call( this, geometry, material );
  28568. this.type = 'CameraHelper';
  28569. this.camera = camera;
  28570. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28571. this.matrix = camera.matrixWorld;
  28572. this.matrixAutoUpdate = false;
  28573. this.pointMap = pointMap;
  28574. this.update();
  28575. }
  28576. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28577. CameraHelper.prototype.constructor = CameraHelper;
  28578. CameraHelper.prototype.update = function () {
  28579. var geometry = this.geometry;
  28580. var pointMap = this.pointMap;
  28581. var w = 1, h = 1;
  28582. // we need just camera projection matrix inverse
  28583. // world matrix must be identity
  28584. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28585. // center / target
  28586. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28587. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28588. // near
  28589. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28590. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28591. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28592. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28593. // far
  28594. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28595. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28596. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28597. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28598. // up
  28599. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28600. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28601. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28602. // cross
  28603. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28604. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28605. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28606. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28607. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28608. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28609. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28610. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28611. geometry.getAttribute( 'position' ).needsUpdate = true;
  28612. };
  28613. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28614. _vector$b.set( x, y, z ).unproject( camera );
  28615. var points = pointMap[ point ];
  28616. if ( points !== undefined ) {
  28617. var position = geometry.getAttribute( 'position' );
  28618. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28619. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28620. }
  28621. }
  28622. }
  28623. /**
  28624. * @author mrdoob / http://mrdoob.com/
  28625. * @author Mugen87 / http://github.com/Mugen87
  28626. */
  28627. var _box$3 = new Box3();
  28628. function BoxHelper( object, color ) {
  28629. this.object = object;
  28630. if ( color === undefined ) { color = 0xffff00; }
  28631. 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 ] );
  28632. var positions = new Float32Array( 8 * 3 );
  28633. var geometry = new BufferGeometry();
  28634. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28635. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28636. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28637. this.type = 'BoxHelper';
  28638. this.matrixAutoUpdate = false;
  28639. this.update();
  28640. }
  28641. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28642. BoxHelper.prototype.constructor = BoxHelper;
  28643. BoxHelper.prototype.update = function ( object ) {
  28644. if ( object !== undefined ) {
  28645. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28646. }
  28647. if ( this.object !== undefined ) {
  28648. _box$3.setFromObject( this.object );
  28649. }
  28650. if ( _box$3.isEmpty() ) { return; }
  28651. var min = _box$3.min;
  28652. var max = _box$3.max;
  28653. /*
  28654. 5____4
  28655. 1/___0/|
  28656. | 6__|_7
  28657. 2/___3/
  28658. 0: max.x, max.y, max.z
  28659. 1: min.x, max.y, max.z
  28660. 2: min.x, min.y, max.z
  28661. 3: max.x, min.y, max.z
  28662. 4: max.x, max.y, min.z
  28663. 5: min.x, max.y, min.z
  28664. 6: min.x, min.y, min.z
  28665. 7: max.x, min.y, min.z
  28666. */
  28667. var position = this.geometry.attributes.position;
  28668. var array = position.array;
  28669. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28670. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28671. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28672. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28673. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28674. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28675. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28676. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28677. position.needsUpdate = true;
  28678. this.geometry.computeBoundingSphere();
  28679. };
  28680. BoxHelper.prototype.setFromObject = function ( object ) {
  28681. this.object = object;
  28682. this.update();
  28683. return this;
  28684. };
  28685. BoxHelper.prototype.copy = function ( source ) {
  28686. LineSegments.prototype.copy.call( this, source );
  28687. this.object = source.object;
  28688. return this;
  28689. };
  28690. BoxHelper.prototype.clone = function () {
  28691. return new this.constructor().copy( this );
  28692. };
  28693. /**
  28694. * @author WestLangley / http://github.com/WestLangley
  28695. */
  28696. function Box3Helper( box, color ) {
  28697. this.type = 'Box3Helper';
  28698. this.box = box;
  28699. color = color || 0xffff00;
  28700. 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 ] );
  28701. 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 ];
  28702. var geometry = new BufferGeometry();
  28703. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28704. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28705. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28706. this.type = 'Box3Helper';
  28707. this.geometry.computeBoundingSphere();
  28708. }
  28709. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28710. Box3Helper.prototype.constructor = Box3Helper;
  28711. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28712. var box = this.box;
  28713. if ( box.isEmpty() ) { return; }
  28714. box.getCenter( this.position );
  28715. box.getSize( this.scale );
  28716. this.scale.multiplyScalar( 0.5 );
  28717. Object3D.prototype.updateMatrixWorld.call( this, force );
  28718. };
  28719. /**
  28720. * @author WestLangley / http://github.com/WestLangley
  28721. */
  28722. function PlaneHelper( plane, size, hex ) {
  28723. this.plane = plane;
  28724. this.size = ( size === undefined ) ? 1 : size;
  28725. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28726. 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 ];
  28727. var geometry = new BufferGeometry();
  28728. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28729. geometry.computeBoundingSphere();
  28730. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28731. this.type = 'PlaneHelper';
  28732. //
  28733. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28734. var geometry2 = new BufferGeometry();
  28735. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28736. geometry2.computeBoundingSphere();
  28737. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28738. }
  28739. PlaneHelper.prototype = Object.create( Line.prototype );
  28740. PlaneHelper.prototype.constructor = PlaneHelper;
  28741. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28742. var scale = - this.plane.constant;
  28743. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28744. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28745. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28746. this.lookAt( this.plane.normal );
  28747. Object3D.prototype.updateMatrixWorld.call( this, force );
  28748. };
  28749. /**
  28750. * @author WestLangley / http://github.com/WestLangley
  28751. * @author zz85 / http://github.com/zz85
  28752. * @author bhouston / http://clara.io
  28753. *
  28754. * Creates an arrow for visualizing directions
  28755. *
  28756. * Parameters:
  28757. * dir - Vector3
  28758. * origin - Vector3
  28759. * length - Number
  28760. * color - color in hex value
  28761. * headLength - Number
  28762. * headWidth - Number
  28763. */
  28764. var _axis = new Vector3();
  28765. var _lineGeometry, _coneGeometry;
  28766. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28767. // dir is assumed to be normalized
  28768. Object3D.call( this );
  28769. this.type = 'ArrowHelper';
  28770. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28771. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28772. if ( length === undefined ) { length = 1; }
  28773. if ( color === undefined ) { color = 0xffff00; }
  28774. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28775. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28776. if ( _lineGeometry === undefined ) {
  28777. _lineGeometry = new BufferGeometry();
  28778. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28779. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28780. _coneGeometry.translate( 0, - 0.5, 0 );
  28781. }
  28782. this.position.copy( origin );
  28783. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28784. this.line.matrixAutoUpdate = false;
  28785. this.add( this.line );
  28786. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28787. this.cone.matrixAutoUpdate = false;
  28788. this.add( this.cone );
  28789. this.setDirection( dir );
  28790. this.setLength( length, headLength, headWidth );
  28791. }
  28792. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28793. ArrowHelper.prototype.constructor = ArrowHelper;
  28794. ArrowHelper.prototype.setDirection = function ( dir ) {
  28795. // dir is assumed to be normalized
  28796. if ( dir.y > 0.99999 ) {
  28797. this.quaternion.set( 0, 0, 0, 1 );
  28798. } else if ( dir.y < - 0.99999 ) {
  28799. this.quaternion.set( 1, 0, 0, 0 );
  28800. } else {
  28801. _axis.set( dir.z, 0, - dir.x ).normalize();
  28802. var radians = Math.acos( dir.y );
  28803. this.quaternion.setFromAxisAngle( _axis, radians );
  28804. }
  28805. };
  28806. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28807. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28808. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28809. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28810. this.line.updateMatrix();
  28811. this.cone.scale.set( headWidth, headLength, headWidth );
  28812. this.cone.position.y = length;
  28813. this.cone.updateMatrix();
  28814. };
  28815. ArrowHelper.prototype.setColor = function ( color ) {
  28816. this.line.material.color.set( color );
  28817. this.cone.material.color.set( color );
  28818. };
  28819. ArrowHelper.prototype.copy = function ( source ) {
  28820. Object3D.prototype.copy.call( this, source, false );
  28821. this.line.copy( source.line );
  28822. this.cone.copy( source.cone );
  28823. return this;
  28824. };
  28825. ArrowHelper.prototype.clone = function () {
  28826. return new this.constructor().copy( this );
  28827. };
  28828. /**
  28829. * @author sroucheray / http://sroucheray.org/
  28830. * @author mrdoob / http://mrdoob.com/
  28831. */
  28832. function AxesHelper( size ) {
  28833. size = size || 1;
  28834. var vertices = [
  28835. 0, 0, 0, size, 0, 0,
  28836. 0, 0, 0, 0, size, 0,
  28837. 0, 0, 0, 0, 0, size
  28838. ];
  28839. var colors = [
  28840. 1, 0, 0, 1, 0.6, 0,
  28841. 0, 1, 0, 0.6, 1, 0,
  28842. 0, 0, 1, 0, 0.6, 1
  28843. ];
  28844. var geometry = new BufferGeometry();
  28845. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28846. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28847. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28848. LineSegments.call( this, geometry, material );
  28849. this.type = 'AxesHelper';
  28850. }
  28851. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28852. AxesHelper.prototype.constructor = AxesHelper;
  28853. /**
  28854. * @author Emmett Lalish / elalish
  28855. *
  28856. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28857. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28858. * blur to be quickly accessed based on material roughness. It is packed into a
  28859. * special CubeUV format that allows us to perform custom interpolation so that
  28860. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28861. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28862. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28863. * higher roughness levels. In this way we maintain resolution to smoothly
  28864. * interpolate diffuse lighting while limiting sampling computation.
  28865. */
  28866. var LOD_MIN = 4;
  28867. var LOD_MAX = 8;
  28868. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28869. // The standard deviations (radians) associated with the extra mips. These are
  28870. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28871. // geometric shadowing function. These sigma values squared must match the
  28872. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28873. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28874. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28875. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28876. // samples and exit early, but not recompile the shader.
  28877. var MAX_SAMPLES = 20;
  28878. var ENCODINGS = {};
  28879. ENCODINGS[ LinearEncoding ] = 0;
  28880. ENCODINGS[ sRGBEncoding ] = 1;
  28881. ENCODINGS[ RGBEEncoding ] = 2;
  28882. ENCODINGS[ RGBM7Encoding ] = 3;
  28883. ENCODINGS[ RGBM16Encoding ] = 4;
  28884. ENCODINGS[ RGBDEncoding ] = 5;
  28885. ENCODINGS[ GammaEncoding ] = 6;
  28886. var _flatCamera = new OrthographicCamera();
  28887. var ref = _createPlanes();
  28888. var _lodPlanes = ref._lodPlanes;
  28889. var _sizeLods = ref._sizeLods;
  28890. var _sigmas = ref._sigmas;
  28891. var _oldTarget = null;
  28892. // Golden Ratio
  28893. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28894. var INV_PHI = 1 / PHI;
  28895. // Vertices of a dodecahedron (except the opposites, which represent the
  28896. // same axis), used as axis directions evenly spread on a sphere.
  28897. var _axisDirections = [
  28898. new Vector3( 1, 1, 1 ),
  28899. new Vector3( - 1, 1, 1 ),
  28900. new Vector3( 1, 1, - 1 ),
  28901. new Vector3( - 1, 1, - 1 ),
  28902. new Vector3( 0, PHI, INV_PHI ),
  28903. new Vector3( 0, PHI, - INV_PHI ),
  28904. new Vector3( INV_PHI, 0, PHI ),
  28905. new Vector3( - INV_PHI, 0, PHI ),
  28906. new Vector3( PHI, INV_PHI, 0 ),
  28907. new Vector3( - PHI, INV_PHI, 0 ) ];
  28908. function PMREMGenerator( renderer ) {
  28909. this._renderer = renderer;
  28910. this._pingPongRenderTarget = null;
  28911. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28912. this._equirectShader = null;
  28913. this._cubemapShader = null;
  28914. this._compileMaterial( this._blurMaterial );
  28915. }
  28916. PMREMGenerator.prototype = {
  28917. constructor: PMREMGenerator,
  28918. /**
  28919. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28920. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28921. * in radians to be applied to the scene before PMREM generation. Optional near
  28922. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28923. * is placed at the origin).
  28924. */
  28925. fromScene: function ( scene, sigma, near, far ) {
  28926. if ( sigma === void 0 ) sigma = 0;
  28927. if ( near === void 0 ) near = 0.1;
  28928. if ( far === void 0 ) far = 100;
  28929. _oldTarget = this._renderer.getRenderTarget();
  28930. var cubeUVRenderTarget = this._allocateTargets();
  28931. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28932. if ( sigma > 0 ) {
  28933. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28934. }
  28935. this._applyPMREM( cubeUVRenderTarget );
  28936. this._cleanup( cubeUVRenderTarget );
  28937. return cubeUVRenderTarget;
  28938. },
  28939. /**
  28940. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28941. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28942. * as this matches best with the 256 x 256 cubemap output.
  28943. */
  28944. fromEquirectangular: function ( equirectangular ) {
  28945. return this._fromTexture( equirectangular );
  28946. },
  28947. /**
  28948. * Generates a PMREM from an cubemap texture, which can be either LDR
  28949. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28950. * as this matches best with the 256 x 256 cubemap output.
  28951. */
  28952. fromCubemap: function ( cubemap ) {
  28953. return this._fromTexture( cubemap );
  28954. },
  28955. /**
  28956. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28957. * your texture's network fetch for increased concurrency.
  28958. */
  28959. compileCubemapShader: function () {
  28960. if ( this._cubemapShader === null ) {
  28961. this._cubemapShader = _getCubemapShader();
  28962. this._compileMaterial( this._cubemapShader );
  28963. }
  28964. },
  28965. /**
  28966. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28967. * your texture's network fetch for increased concurrency.
  28968. */
  28969. compileEquirectangularShader: function () {
  28970. if ( this._equirectShader === null ) {
  28971. this._equirectShader = _getEquirectShader();
  28972. this._compileMaterial( this._equirectShader );
  28973. }
  28974. },
  28975. /**
  28976. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28977. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28978. * one of them will cause any others to also become unusable.
  28979. */
  28980. dispose: function () {
  28981. this._blurMaterial.dispose();
  28982. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28983. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28984. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28985. _lodPlanes[ i ].dispose();
  28986. }
  28987. },
  28988. // private interface
  28989. _cleanup: function ( outputTarget ) {
  28990. this._pingPongRenderTarget.dispose();
  28991. this._renderer.setRenderTarget( _oldTarget );
  28992. outputTarget.scissorTest = false;
  28993. // reset viewport and scissor
  28994. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28995. },
  28996. _fromTexture: function ( texture ) {
  28997. _oldTarget = this._renderer.getRenderTarget();
  28998. var cubeUVRenderTarget = this._allocateTargets( texture );
  28999. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29000. this._applyPMREM( cubeUVRenderTarget );
  29001. this._cleanup( cubeUVRenderTarget );
  29002. return cubeUVRenderTarget;
  29003. },
  29004. _allocateTargets: function ( texture ) { // warning: null texture is valid
  29005. var params = {
  29006. magFilter: NearestFilter,
  29007. minFilter: NearestFilter,
  29008. generateMipmaps: false,
  29009. type: UnsignedByteType,
  29010. format: RGBEFormat,
  29011. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  29012. depthBuffer: false,
  29013. stencilBuffer: false
  29014. };
  29015. var cubeUVRenderTarget = _createRenderTarget( params );
  29016. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29017. this._pingPongRenderTarget = _createRenderTarget( params );
  29018. return cubeUVRenderTarget;
  29019. },
  29020. _compileMaterial: function ( material ) {
  29021. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  29022. this._renderer.compile( tmpMesh, _flatCamera );
  29023. },
  29024. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  29025. var fov = 90;
  29026. var aspect = 1;
  29027. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  29028. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  29029. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  29030. var renderer = this._renderer;
  29031. var outputEncoding = renderer.outputEncoding;
  29032. var toneMapping = renderer.toneMapping;
  29033. var clearColor = renderer.getClearColor();
  29034. var clearAlpha = renderer.getClearAlpha();
  29035. renderer.toneMapping = NoToneMapping;
  29036. renderer.outputEncoding = LinearEncoding;
  29037. var background = scene.background;
  29038. if ( background && background.isColor ) {
  29039. background.convertSRGBToLinear();
  29040. // Convert linear to RGBE
  29041. var maxComponent = Math.max( background.r, background.g, background.b );
  29042. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  29043. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  29044. var alpha = ( fExp + 128.0 ) / 255.0;
  29045. renderer.setClearColor( background, alpha );
  29046. scene.background = null;
  29047. }
  29048. for ( var i = 0; i < 6; i ++ ) {
  29049. var col = i % 3;
  29050. if ( col == 0 ) {
  29051. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29052. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29053. } else if ( col == 1 ) {
  29054. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29055. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29056. } else {
  29057. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29058. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29059. }
  29060. _setViewport( cubeUVRenderTarget,
  29061. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29062. renderer.setRenderTarget( cubeUVRenderTarget );
  29063. renderer.render( scene, cubeCamera );
  29064. }
  29065. renderer.toneMapping = toneMapping;
  29066. renderer.outputEncoding = outputEncoding;
  29067. renderer.setClearColor( clearColor, clearAlpha );
  29068. },
  29069. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29070. var renderer = this._renderer;
  29071. if ( texture.isCubeTexture ) {
  29072. if ( this._cubemapShader == null ) {
  29073. this._cubemapShader = _getCubemapShader();
  29074. }
  29075. } else {
  29076. if ( this._equirectShader == null ) {
  29077. this._equirectShader = _getEquirectShader();
  29078. }
  29079. }
  29080. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29081. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29082. var uniforms = material.uniforms;
  29083. uniforms[ 'envMap' ].value = texture;
  29084. if ( ! texture.isCubeTexture ) {
  29085. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29086. }
  29087. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29088. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29089. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29090. renderer.setRenderTarget( cubeUVRenderTarget );
  29091. renderer.render( mesh, _flatCamera );
  29092. },
  29093. _applyPMREM: function ( cubeUVRenderTarget ) {
  29094. var renderer = this._renderer;
  29095. var autoClear = renderer.autoClear;
  29096. renderer.autoClear = false;
  29097. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29098. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29099. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29100. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29101. }
  29102. renderer.autoClear = autoClear;
  29103. },
  29104. /**
  29105. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29106. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29107. * the blur latitudinally (around the poles), and then longitudinally (towards
  29108. * the poles) to approximate the orthogonally-separable blur. It is least
  29109. * accurate at the poles, but still does a decent job.
  29110. */
  29111. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29112. var pingPongRenderTarget = this._pingPongRenderTarget;
  29113. this._halfBlur(
  29114. cubeUVRenderTarget,
  29115. pingPongRenderTarget,
  29116. lodIn,
  29117. lodOut,
  29118. sigma,
  29119. 'latitudinal',
  29120. poleAxis );
  29121. this._halfBlur(
  29122. pingPongRenderTarget,
  29123. cubeUVRenderTarget,
  29124. lodOut,
  29125. lodOut,
  29126. sigma,
  29127. 'longitudinal',
  29128. poleAxis );
  29129. },
  29130. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29131. var renderer = this._renderer;
  29132. var blurMaterial = this._blurMaterial;
  29133. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29134. console.error(
  29135. 'blur direction must be either latitudinal or longitudinal!' );
  29136. }
  29137. // Number of standard deviations at which to cut off the discrete approximation.
  29138. var STANDARD_DEVIATIONS = 3;
  29139. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29140. var blurUniforms = blurMaterial.uniforms;
  29141. var pixels = _sizeLods[ lodIn ] - 1;
  29142. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29143. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29144. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29145. if ( samples > MAX_SAMPLES ) {
  29146. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29147. }
  29148. var weights = [];
  29149. var sum = 0;
  29150. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29151. var x$1 = i / sigmaPixels;
  29152. var weight = Math.exp( - x$1 * x$1 / 2 );
  29153. weights.push( weight );
  29154. if ( i == 0 ) {
  29155. sum += weight;
  29156. } else if ( i < samples ) {
  29157. sum += 2 * weight;
  29158. }
  29159. }
  29160. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29161. weights[ i$1 ] = weights[ i$1 ] / sum;
  29162. }
  29163. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29164. blurUniforms[ 'samples' ].value = samples;
  29165. blurUniforms[ 'weights' ].value = weights;
  29166. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29167. if ( poleAxis ) {
  29168. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29169. }
  29170. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29171. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29172. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29173. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29174. var outputSize = _sizeLods[ lodOut ];
  29175. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29176. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29177. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29178. renderer.setRenderTarget( targetOut );
  29179. renderer.render( blurMesh, _flatCamera );
  29180. }
  29181. };
  29182. function _isLDR( texture ) {
  29183. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29184. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29185. }
  29186. function _createPlanes() {
  29187. var _lodPlanes = [];
  29188. var _sizeLods = [];
  29189. var _sigmas = [];
  29190. var lod = LOD_MAX;
  29191. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29192. var sizeLod = Math.pow( 2, lod );
  29193. _sizeLods.push( sizeLod );
  29194. var sigma = 1.0 / sizeLod;
  29195. if ( i > LOD_MAX - LOD_MIN ) {
  29196. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29197. } else if ( i == 0 ) {
  29198. sigma = 0;
  29199. }
  29200. _sigmas.push( sigma );
  29201. var texelSize = 1.0 / ( sizeLod - 1 );
  29202. var min = - texelSize / 2;
  29203. var max = 1 + texelSize / 2;
  29204. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29205. var cubeFaces = 6;
  29206. var vertices = 6;
  29207. var positionSize = 3;
  29208. var uvSize = 2;
  29209. var faceIndexSize = 1;
  29210. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29211. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29212. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29213. for ( var face = 0; face < cubeFaces; face ++ ) {
  29214. var x = ( face % 3 ) * 2 / 3 - 1;
  29215. var y = face > 2 ? 0 : - 1;
  29216. var coordinates = [
  29217. x, y, 0,
  29218. x + 2 / 3, y, 0,
  29219. x + 2 / 3, y + 1, 0,
  29220. x, y, 0,
  29221. x + 2 / 3, y + 1, 0,
  29222. x, y + 1, 0
  29223. ];
  29224. position.set( coordinates, positionSize * vertices * face );
  29225. uv.set( uv1, uvSize * vertices * face );
  29226. var fill = [ face, face, face, face, face, face ];
  29227. faceIndex.set( fill, faceIndexSize * vertices * face );
  29228. }
  29229. var planes = new BufferGeometry();
  29230. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29231. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29232. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29233. _lodPlanes.push( planes );
  29234. if ( lod > LOD_MIN ) {
  29235. lod --;
  29236. }
  29237. }
  29238. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29239. }
  29240. function _createRenderTarget( params ) {
  29241. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29242. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29243. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29244. cubeUVRenderTarget.scissorTest = true;
  29245. return cubeUVRenderTarget;
  29246. }
  29247. function _setViewport( target, x, y, width, height ) {
  29248. target.viewport.set( x, y, width, height );
  29249. target.scissor.set( x, y, width, height );
  29250. }
  29251. function _getBlurShader( maxSamples ) {
  29252. var weights = new Float32Array( maxSamples );
  29253. var poleAxis = new Vector3( 0, 1, 0 );
  29254. var shaderMaterial = new RawShaderMaterial( {
  29255. name: 'SphericalGaussianBlur',
  29256. defines: { 'n': maxSamples },
  29257. uniforms: {
  29258. 'envMap': { value: null },
  29259. 'samples': { value: 1 },
  29260. 'weights': { value: weights },
  29261. 'latitudinal': { value: false },
  29262. 'dTheta': { value: 0 },
  29263. 'mipInt': { value: 0 },
  29264. 'poleAxis': { value: poleAxis },
  29265. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29266. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29267. },
  29268. vertexShader: _getCommonVertexShader(),
  29269. 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"),
  29270. blending: NoBlending,
  29271. depthTest: false,
  29272. depthWrite: false
  29273. } );
  29274. return shaderMaterial;
  29275. }
  29276. function _getEquirectShader() {
  29277. var texelSize = new Vector2( 1, 1 );
  29278. var shaderMaterial = new RawShaderMaterial( {
  29279. name: 'EquirectangularToCubeUV',
  29280. uniforms: {
  29281. 'envMap': { value: null },
  29282. 'texelSize': { value: texelSize },
  29283. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29284. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29285. },
  29286. vertexShader: _getCommonVertexShader(),
  29287. 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"),
  29288. blending: NoBlending,
  29289. depthTest: false,
  29290. depthWrite: false
  29291. } );
  29292. return shaderMaterial;
  29293. }
  29294. function _getCubemapShader() {
  29295. var shaderMaterial = new RawShaderMaterial( {
  29296. name: 'CubemapToCubeUV',
  29297. uniforms: {
  29298. 'envMap': { value: null },
  29299. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29300. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29301. },
  29302. vertexShader: _getCommonVertexShader(),
  29303. 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"),
  29304. blending: NoBlending,
  29305. depthTest: false,
  29306. depthWrite: false
  29307. } );
  29308. return shaderMaterial;
  29309. }
  29310. function _getCommonVertexShader() {
  29311. 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";
  29312. }
  29313. function _getEncodings() {
  29314. 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";
  29315. }
  29316. /**
  29317. * @author mrdoob / http://mrdoob.com/
  29318. */
  29319. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29320. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29321. return new Face3( a, b, c, normal, color, materialIndex );
  29322. }
  29323. var LineStrip = 0;
  29324. var LinePieces = 1;
  29325. var NoColors = 0;
  29326. var FaceColors = 1;
  29327. var VertexColors = 2;
  29328. function MeshFaceMaterial( materials ) {
  29329. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29330. return materials;
  29331. }
  29332. function MultiMaterial( materials ) {
  29333. if ( materials === undefined ) { materials = []; }
  29334. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29335. materials.isMultiMaterial = true;
  29336. materials.materials = materials;
  29337. materials.clone = function () {
  29338. return materials.slice();
  29339. };
  29340. return materials;
  29341. }
  29342. function PointCloud( geometry, material ) {
  29343. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29344. return new Points( geometry, material );
  29345. }
  29346. function Particle( material ) {
  29347. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29348. return new Sprite( material );
  29349. }
  29350. function ParticleSystem( geometry, material ) {
  29351. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29352. return new Points( geometry, material );
  29353. }
  29354. function PointCloudMaterial( parameters ) {
  29355. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29356. return new PointsMaterial( parameters );
  29357. }
  29358. function ParticleBasicMaterial( parameters ) {
  29359. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29360. return new PointsMaterial( parameters );
  29361. }
  29362. function ParticleSystemMaterial( parameters ) {
  29363. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29364. return new PointsMaterial( parameters );
  29365. }
  29366. function Vertex( x, y, z ) {
  29367. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29368. return new Vector3( x, y, z );
  29369. }
  29370. //
  29371. function DynamicBufferAttribute( array, itemSize ) {
  29372. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29373. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29374. }
  29375. function Int8Attribute( array, itemSize ) {
  29376. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29377. return new Int8BufferAttribute( array, itemSize );
  29378. }
  29379. function Uint8Attribute( array, itemSize ) {
  29380. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29381. return new Uint8BufferAttribute( array, itemSize );
  29382. }
  29383. function Uint8ClampedAttribute( array, itemSize ) {
  29384. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29385. return new Uint8ClampedBufferAttribute( array, itemSize );
  29386. }
  29387. function Int16Attribute( array, itemSize ) {
  29388. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29389. return new Int16BufferAttribute( array, itemSize );
  29390. }
  29391. function Uint16Attribute( array, itemSize ) {
  29392. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29393. return new Uint16BufferAttribute( array, itemSize );
  29394. }
  29395. function Int32Attribute( array, itemSize ) {
  29396. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29397. return new Int32BufferAttribute( array, itemSize );
  29398. }
  29399. function Uint32Attribute( array, itemSize ) {
  29400. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29401. return new Uint32BufferAttribute( array, itemSize );
  29402. }
  29403. function Float32Attribute( array, itemSize ) {
  29404. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29405. return new Float32BufferAttribute( array, itemSize );
  29406. }
  29407. function Float64Attribute( array, itemSize ) {
  29408. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29409. return new Float64BufferAttribute( array, itemSize );
  29410. }
  29411. //
  29412. Curve.create = function ( construct, getPoint ) {
  29413. console.log( 'THREE.Curve.create() has been deprecated' );
  29414. construct.prototype = Object.create( Curve.prototype );
  29415. construct.prototype.constructor = construct;
  29416. construct.prototype.getPoint = getPoint;
  29417. return construct;
  29418. };
  29419. //
  29420. Object.assign( CurvePath.prototype, {
  29421. createPointsGeometry: function ( divisions ) {
  29422. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29423. // generate geometry from path points (for Line or Points objects)
  29424. var pts = this.getPoints( divisions );
  29425. return this.createGeometry( pts );
  29426. },
  29427. createSpacedPointsGeometry: function ( divisions ) {
  29428. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29429. // generate geometry from equidistant sampling along the path
  29430. var pts = this.getSpacedPoints( divisions );
  29431. return this.createGeometry( pts );
  29432. },
  29433. createGeometry: function ( points ) {
  29434. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29435. var geometry = new Geometry();
  29436. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29437. var point = points[ i ];
  29438. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29439. }
  29440. return geometry;
  29441. }
  29442. } );
  29443. //
  29444. Object.assign( Path.prototype, {
  29445. fromPoints: function ( points ) {
  29446. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29447. return this.setFromPoints( points );
  29448. }
  29449. } );
  29450. //
  29451. function ClosedSplineCurve3( points ) {
  29452. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29453. CatmullRomCurve3.call( this, points );
  29454. this.type = 'catmullrom';
  29455. this.closed = true;
  29456. }
  29457. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29458. //
  29459. function SplineCurve3( points ) {
  29460. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29461. CatmullRomCurve3.call( this, points );
  29462. this.type = 'catmullrom';
  29463. }
  29464. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29465. //
  29466. function Spline( points ) {
  29467. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29468. CatmullRomCurve3.call( this, points );
  29469. this.type = 'catmullrom';
  29470. }
  29471. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29472. Object.assign( Spline.prototype, {
  29473. initFromArray: function ( /* a */ ) {
  29474. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29475. },
  29476. getControlPointsArray: function ( /* optionalTarget */ ) {
  29477. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29478. },
  29479. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29480. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29481. }
  29482. } );
  29483. //
  29484. function AxisHelper( size ) {
  29485. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29486. return new AxesHelper( size );
  29487. }
  29488. function BoundingBoxHelper( object, color ) {
  29489. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29490. return new BoxHelper( object, color );
  29491. }
  29492. function EdgesHelper( object, hex ) {
  29493. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29494. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29495. }
  29496. GridHelper.prototype.setColors = function () {
  29497. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29498. };
  29499. SkeletonHelper.prototype.update = function () {
  29500. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29501. };
  29502. function WireframeHelper( object, hex ) {
  29503. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29504. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29505. }
  29506. //
  29507. Object.assign( Loader.prototype, {
  29508. extractUrlBase: function ( url ) {
  29509. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29510. return LoaderUtils.extractUrlBase( url );
  29511. }
  29512. } );
  29513. Loader.Handlers = {
  29514. add: function ( /* regex, loader */ ) {
  29515. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29516. },
  29517. get: function ( /* file */ ) {
  29518. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29519. }
  29520. };
  29521. function XHRLoader( manager ) {
  29522. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29523. return new FileLoader( manager );
  29524. }
  29525. function BinaryTextureLoader( manager ) {
  29526. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29527. return new DataTextureLoader( manager );
  29528. }
  29529. Object.assign( ObjectLoader.prototype, {
  29530. setTexturePath: function ( value ) {
  29531. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29532. return this.setResourcePath( value );
  29533. }
  29534. } );
  29535. //
  29536. Object.assign( Box2.prototype, {
  29537. center: function ( optionalTarget ) {
  29538. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29539. return this.getCenter( optionalTarget );
  29540. },
  29541. empty: function () {
  29542. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29543. return this.isEmpty();
  29544. },
  29545. isIntersectionBox: function ( box ) {
  29546. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29547. return this.intersectsBox( box );
  29548. },
  29549. size: function ( optionalTarget ) {
  29550. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29551. return this.getSize( optionalTarget );
  29552. }
  29553. } );
  29554. Object.assign( Box3.prototype, {
  29555. center: function ( optionalTarget ) {
  29556. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29557. return this.getCenter( optionalTarget );
  29558. },
  29559. empty: function () {
  29560. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29561. return this.isEmpty();
  29562. },
  29563. isIntersectionBox: function ( box ) {
  29564. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29565. return this.intersectsBox( box );
  29566. },
  29567. isIntersectionSphere: function ( sphere ) {
  29568. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29569. return this.intersectsSphere( sphere );
  29570. },
  29571. size: function ( optionalTarget ) {
  29572. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29573. return this.getSize( optionalTarget );
  29574. }
  29575. } );
  29576. Object.assign( Sphere.prototype, {
  29577. empty: function () {
  29578. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29579. return this.isEmpty();
  29580. },
  29581. } );
  29582. Frustum.prototype.setFromMatrix = function ( m ) {
  29583. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29584. return this.setFromProjectionMatrix( m );
  29585. };
  29586. Line3.prototype.center = function ( optionalTarget ) {
  29587. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29588. return this.getCenter( optionalTarget );
  29589. };
  29590. Object.assign( MathUtils, {
  29591. random16: function () {
  29592. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29593. return Math.random();
  29594. },
  29595. nearestPowerOfTwo: function ( value ) {
  29596. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29597. return MathUtils.floorPowerOfTwo( value );
  29598. },
  29599. nextPowerOfTwo: function ( value ) {
  29600. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29601. return MathUtils.ceilPowerOfTwo( value );
  29602. }
  29603. } );
  29604. Object.assign( Matrix3.prototype, {
  29605. flattenToArrayOffset: function ( array, offset ) {
  29606. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29607. return this.toArray( array, offset );
  29608. },
  29609. multiplyVector3: function ( vector ) {
  29610. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29611. return vector.applyMatrix3( this );
  29612. },
  29613. multiplyVector3Array: function ( /* a */ ) {
  29614. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29615. },
  29616. applyToBufferAttribute: function ( attribute ) {
  29617. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29618. return attribute.applyMatrix3( this );
  29619. },
  29620. applyToVector3Array: function ( /* array, offset, length */ ) {
  29621. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29622. }
  29623. } );
  29624. Object.assign( Matrix4.prototype, {
  29625. extractPosition: function ( m ) {
  29626. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29627. return this.copyPosition( m );
  29628. },
  29629. flattenToArrayOffset: function ( array, offset ) {
  29630. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29631. return this.toArray( array, offset );
  29632. },
  29633. getPosition: function () {
  29634. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29635. return new Vector3().setFromMatrixColumn( this, 3 );
  29636. },
  29637. setRotationFromQuaternion: function ( q ) {
  29638. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29639. return this.makeRotationFromQuaternion( q );
  29640. },
  29641. multiplyToArray: function () {
  29642. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29643. },
  29644. multiplyVector3: function ( vector ) {
  29645. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29646. return vector.applyMatrix4( this );
  29647. },
  29648. multiplyVector4: function ( vector ) {
  29649. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29650. return vector.applyMatrix4( this );
  29651. },
  29652. multiplyVector3Array: function ( /* a */ ) {
  29653. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29654. },
  29655. rotateAxis: function ( v ) {
  29656. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29657. v.transformDirection( this );
  29658. },
  29659. crossVector: function ( vector ) {
  29660. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29661. return vector.applyMatrix4( this );
  29662. },
  29663. translate: function () {
  29664. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29665. },
  29666. rotateX: function () {
  29667. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29668. },
  29669. rotateY: function () {
  29670. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29671. },
  29672. rotateZ: function () {
  29673. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29674. },
  29675. rotateByAxis: function () {
  29676. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29677. },
  29678. applyToBufferAttribute: function ( attribute ) {
  29679. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29680. return attribute.applyMatrix4( this );
  29681. },
  29682. applyToVector3Array: function ( /* array, offset, length */ ) {
  29683. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29684. },
  29685. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29686. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29687. return this.makePerspective( left, right, top, bottom, near, far );
  29688. }
  29689. } );
  29690. Plane.prototype.isIntersectionLine = function ( line ) {
  29691. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29692. return this.intersectsLine( line );
  29693. };
  29694. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29695. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29696. return vector.applyQuaternion( this );
  29697. };
  29698. Object.assign( Ray.prototype, {
  29699. isIntersectionBox: function ( box ) {
  29700. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29701. return this.intersectsBox( box );
  29702. },
  29703. isIntersectionPlane: function ( plane ) {
  29704. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29705. return this.intersectsPlane( plane );
  29706. },
  29707. isIntersectionSphere: function ( sphere ) {
  29708. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29709. return this.intersectsSphere( sphere );
  29710. }
  29711. } );
  29712. Object.assign( Triangle.prototype, {
  29713. area: function () {
  29714. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29715. return this.getArea();
  29716. },
  29717. barycoordFromPoint: function ( point, target ) {
  29718. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29719. return this.getBarycoord( point, target );
  29720. },
  29721. midpoint: function ( target ) {
  29722. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29723. return this.getMidpoint( target );
  29724. },
  29725. normal: function ( target ) {
  29726. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29727. return this.getNormal( target );
  29728. },
  29729. plane: function ( target ) {
  29730. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29731. return this.getPlane( target );
  29732. }
  29733. } );
  29734. Object.assign( Triangle, {
  29735. barycoordFromPoint: function ( point, a, b, c, target ) {
  29736. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29737. return Triangle.getBarycoord( point, a, b, c, target );
  29738. },
  29739. normal: function ( a, b, c, target ) {
  29740. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29741. return Triangle.getNormal( a, b, c, target );
  29742. }
  29743. } );
  29744. Object.assign( Shape.prototype, {
  29745. extractAllPoints: function ( divisions ) {
  29746. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29747. return this.extractPoints( divisions );
  29748. },
  29749. extrude: function ( options ) {
  29750. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29751. return new ExtrudeGeometry( this, options );
  29752. },
  29753. makeGeometry: function ( options ) {
  29754. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29755. return new ShapeGeometry( this, options );
  29756. }
  29757. } );
  29758. Object.assign( Vector2.prototype, {
  29759. fromAttribute: function ( attribute, index, offset ) {
  29760. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29761. return this.fromBufferAttribute( attribute, index, offset );
  29762. },
  29763. distanceToManhattan: function ( v ) {
  29764. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29765. return this.manhattanDistanceTo( v );
  29766. },
  29767. lengthManhattan: function () {
  29768. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29769. return this.manhattanLength();
  29770. }
  29771. } );
  29772. Object.assign( Vector3.prototype, {
  29773. setEulerFromRotationMatrix: function () {
  29774. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29775. },
  29776. setEulerFromQuaternion: function () {
  29777. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29778. },
  29779. getPositionFromMatrix: function ( m ) {
  29780. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29781. return this.setFromMatrixPosition( m );
  29782. },
  29783. getScaleFromMatrix: function ( m ) {
  29784. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29785. return this.setFromMatrixScale( m );
  29786. },
  29787. getColumnFromMatrix: function ( index, matrix ) {
  29788. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29789. return this.setFromMatrixColumn( matrix, index );
  29790. },
  29791. applyProjection: function ( m ) {
  29792. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29793. return this.applyMatrix4( m );
  29794. },
  29795. fromAttribute: function ( attribute, index, offset ) {
  29796. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29797. return this.fromBufferAttribute( attribute, index, offset );
  29798. },
  29799. distanceToManhattan: function ( v ) {
  29800. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29801. return this.manhattanDistanceTo( v );
  29802. },
  29803. lengthManhattan: function () {
  29804. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29805. return this.manhattanLength();
  29806. }
  29807. } );
  29808. Object.assign( Vector4.prototype, {
  29809. fromAttribute: function ( attribute, index, offset ) {
  29810. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29811. return this.fromBufferAttribute( attribute, index, offset );
  29812. },
  29813. lengthManhattan: function () {
  29814. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29815. return this.manhattanLength();
  29816. }
  29817. } );
  29818. //
  29819. Object.assign( Geometry.prototype, {
  29820. computeTangents: function () {
  29821. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29822. },
  29823. computeLineDistances: function () {
  29824. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29825. },
  29826. applyMatrix: function ( matrix ) {
  29827. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29828. return this.applyMatrix4( matrix );
  29829. }
  29830. } );
  29831. Object.assign( Object3D.prototype, {
  29832. getChildByName: function ( name ) {
  29833. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29834. return this.getObjectByName( name );
  29835. },
  29836. renderDepth: function () {
  29837. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29838. },
  29839. translate: function ( distance, axis ) {
  29840. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29841. return this.translateOnAxis( axis, distance );
  29842. },
  29843. getWorldRotation: function () {
  29844. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29845. },
  29846. applyMatrix: function ( matrix ) {
  29847. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29848. return this.applyMatrix4( matrix );
  29849. }
  29850. } );
  29851. Object.defineProperties( Object3D.prototype, {
  29852. eulerOrder: {
  29853. get: function () {
  29854. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29855. return this.rotation.order;
  29856. },
  29857. set: function ( value ) {
  29858. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29859. this.rotation.order = value;
  29860. }
  29861. },
  29862. useQuaternion: {
  29863. get: function () {
  29864. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29865. },
  29866. set: function () {
  29867. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29868. }
  29869. }
  29870. } );
  29871. Object.assign( Mesh.prototype, {
  29872. setDrawMode: function () {
  29873. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29874. },
  29875. } );
  29876. Object.defineProperties( Mesh.prototype, {
  29877. drawMode: {
  29878. get: function () {
  29879. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29880. return TrianglesDrawMode;
  29881. },
  29882. set: function () {
  29883. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29884. }
  29885. }
  29886. } );
  29887. Object.defineProperties( LOD.prototype, {
  29888. objects: {
  29889. get: function () {
  29890. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29891. return this.levels;
  29892. }
  29893. }
  29894. } );
  29895. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29896. get: function () {
  29897. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29898. },
  29899. set: function () {
  29900. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29901. }
  29902. } );
  29903. SkinnedMesh.prototype.initBones = function () {
  29904. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29905. };
  29906. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29907. get: function () {
  29908. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29909. return this.arcLengthDivisions;
  29910. },
  29911. set: function ( value ) {
  29912. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29913. this.arcLengthDivisions = value;
  29914. }
  29915. } );
  29916. //
  29917. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29918. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29919. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29920. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29921. this.setFocalLength( focalLength );
  29922. };
  29923. //
  29924. Object.defineProperties( Light.prototype, {
  29925. onlyShadow: {
  29926. set: function () {
  29927. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29928. }
  29929. },
  29930. shadowCameraFov: {
  29931. set: function ( value ) {
  29932. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29933. this.shadow.camera.fov = value;
  29934. }
  29935. },
  29936. shadowCameraLeft: {
  29937. set: function ( value ) {
  29938. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29939. this.shadow.camera.left = value;
  29940. }
  29941. },
  29942. shadowCameraRight: {
  29943. set: function ( value ) {
  29944. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29945. this.shadow.camera.right = value;
  29946. }
  29947. },
  29948. shadowCameraTop: {
  29949. set: function ( value ) {
  29950. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29951. this.shadow.camera.top = value;
  29952. }
  29953. },
  29954. shadowCameraBottom: {
  29955. set: function ( value ) {
  29956. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29957. this.shadow.camera.bottom = value;
  29958. }
  29959. },
  29960. shadowCameraNear: {
  29961. set: function ( value ) {
  29962. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29963. this.shadow.camera.near = value;
  29964. }
  29965. },
  29966. shadowCameraFar: {
  29967. set: function ( value ) {
  29968. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29969. this.shadow.camera.far = value;
  29970. }
  29971. },
  29972. shadowCameraVisible: {
  29973. set: function () {
  29974. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29975. }
  29976. },
  29977. shadowBias: {
  29978. set: function ( value ) {
  29979. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29980. this.shadow.bias = value;
  29981. }
  29982. },
  29983. shadowDarkness: {
  29984. set: function () {
  29985. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29986. }
  29987. },
  29988. shadowMapWidth: {
  29989. set: function ( value ) {
  29990. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29991. this.shadow.mapSize.width = value;
  29992. }
  29993. },
  29994. shadowMapHeight: {
  29995. set: function ( value ) {
  29996. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29997. this.shadow.mapSize.height = value;
  29998. }
  29999. }
  30000. } );
  30001. //
  30002. Object.defineProperties( BufferAttribute.prototype, {
  30003. length: {
  30004. get: function () {
  30005. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30006. return this.array.length;
  30007. }
  30008. },
  30009. dynamic: {
  30010. get: function () {
  30011. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30012. return this.usage === DynamicDrawUsage;
  30013. },
  30014. set: function ( /* value */ ) {
  30015. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30016. this.setUsage( DynamicDrawUsage );
  30017. }
  30018. }
  30019. } );
  30020. Object.assign( BufferAttribute.prototype, {
  30021. setDynamic: function ( value ) {
  30022. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30023. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30024. return this;
  30025. },
  30026. copyIndicesArray: function ( /* indices */ ) {
  30027. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30028. },
  30029. setArray: function ( /* array */ ) {
  30030. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30031. }
  30032. } );
  30033. Object.assign( BufferGeometry.prototype, {
  30034. addIndex: function ( index ) {
  30035. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30036. this.setIndex( index );
  30037. },
  30038. addAttribute: function ( name, attribute ) {
  30039. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30040. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30041. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30042. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30043. }
  30044. if ( name === 'index' ) {
  30045. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30046. this.setIndex( attribute );
  30047. return this;
  30048. }
  30049. return this.setAttribute( name, attribute );
  30050. },
  30051. addDrawCall: function ( start, count, indexOffset ) {
  30052. if ( indexOffset !== undefined ) {
  30053. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30054. }
  30055. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30056. this.addGroup( start, count );
  30057. },
  30058. clearDrawCalls: function () {
  30059. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30060. this.clearGroups();
  30061. },
  30062. computeTangents: function () {
  30063. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30064. },
  30065. computeOffsets: function () {
  30066. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30067. },
  30068. removeAttribute: function ( name ) {
  30069. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30070. return this.deleteAttribute( name );
  30071. },
  30072. applyMatrix: function ( matrix ) {
  30073. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30074. return this.applyMatrix4( matrix );
  30075. }
  30076. } );
  30077. Object.defineProperties( BufferGeometry.prototype, {
  30078. drawcalls: {
  30079. get: function () {
  30080. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30081. return this.groups;
  30082. }
  30083. },
  30084. offsets: {
  30085. get: function () {
  30086. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30087. return this.groups;
  30088. }
  30089. }
  30090. } );
  30091. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30092. maxInstancedCount: {
  30093. get: function () {
  30094. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30095. return this.instanceCount;
  30096. },
  30097. set: function ( value ) {
  30098. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30099. this.instanceCount = value;
  30100. }
  30101. }
  30102. } );
  30103. Object.defineProperties( Raycaster.prototype, {
  30104. linePrecision: {
  30105. get: function () {
  30106. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30107. return this.params.Line.threshold;
  30108. },
  30109. set: function ( value ) {
  30110. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30111. this.params.Line.threshold = value;
  30112. }
  30113. }
  30114. } );
  30115. Object.defineProperties( InterleavedBuffer.prototype, {
  30116. dynamic: {
  30117. get: function () {
  30118. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30119. return this.usage === DynamicDrawUsage;
  30120. },
  30121. set: function ( value ) {
  30122. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30123. this.setUsage( value );
  30124. }
  30125. }
  30126. } );
  30127. Object.assign( InterleavedBuffer.prototype, {
  30128. setDynamic: function ( value ) {
  30129. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30130. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30131. return this;
  30132. },
  30133. setArray: function ( /* array */ ) {
  30134. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30135. }
  30136. } );
  30137. //
  30138. Object.assign( ExtrudeBufferGeometry.prototype, {
  30139. getArrays: function () {
  30140. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30141. },
  30142. addShapeList: function () {
  30143. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30144. },
  30145. addShape: function () {
  30146. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30147. }
  30148. } );
  30149. //
  30150. Object.defineProperties( Uniform.prototype, {
  30151. dynamic: {
  30152. set: function () {
  30153. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30154. }
  30155. },
  30156. onUpdate: {
  30157. value: function () {
  30158. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30159. return this;
  30160. }
  30161. }
  30162. } );
  30163. //
  30164. Object.defineProperties( Material.prototype, {
  30165. wrapAround: {
  30166. get: function () {
  30167. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30168. },
  30169. set: function () {
  30170. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30171. }
  30172. },
  30173. overdraw: {
  30174. get: function () {
  30175. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30176. },
  30177. set: function () {
  30178. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30179. }
  30180. },
  30181. wrapRGB: {
  30182. get: function () {
  30183. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30184. return new Color();
  30185. }
  30186. },
  30187. shading: {
  30188. get: function () {
  30189. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30190. },
  30191. set: function ( value ) {
  30192. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30193. this.flatShading = ( value === FlatShading );
  30194. }
  30195. },
  30196. stencilMask: {
  30197. get: function () {
  30198. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30199. return this.stencilFuncMask;
  30200. },
  30201. set: function ( value ) {
  30202. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30203. this.stencilFuncMask = value;
  30204. }
  30205. }
  30206. } );
  30207. Object.defineProperties( MeshPhongMaterial.prototype, {
  30208. metal: {
  30209. get: function () {
  30210. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30211. return false;
  30212. },
  30213. set: function () {
  30214. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30215. }
  30216. }
  30217. } );
  30218. Object.defineProperties( ShaderMaterial.prototype, {
  30219. derivatives: {
  30220. get: function () {
  30221. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30222. return this.extensions.derivatives;
  30223. },
  30224. set: function ( value ) {
  30225. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30226. this.extensions.derivatives = value;
  30227. }
  30228. }
  30229. } );
  30230. //
  30231. Object.assign( WebGLRenderer.prototype, {
  30232. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30233. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30234. this.setRenderTarget( renderTarget );
  30235. this.clear( color, depth, stencil );
  30236. },
  30237. animate: function ( callback ) {
  30238. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30239. this.setAnimationLoop( callback );
  30240. },
  30241. getCurrentRenderTarget: function () {
  30242. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30243. return this.getRenderTarget();
  30244. },
  30245. getMaxAnisotropy: function () {
  30246. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30247. return this.capabilities.getMaxAnisotropy();
  30248. },
  30249. getPrecision: function () {
  30250. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30251. return this.capabilities.precision;
  30252. },
  30253. resetGLState: function () {
  30254. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30255. return this.state.reset();
  30256. },
  30257. supportsFloatTextures: function () {
  30258. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30259. return this.extensions.get( 'OES_texture_float' );
  30260. },
  30261. supportsHalfFloatTextures: function () {
  30262. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30263. return this.extensions.get( 'OES_texture_half_float' );
  30264. },
  30265. supportsStandardDerivatives: function () {
  30266. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30267. return this.extensions.get( 'OES_standard_derivatives' );
  30268. },
  30269. supportsCompressedTextureS3TC: function () {
  30270. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30271. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30272. },
  30273. supportsCompressedTexturePVRTC: function () {
  30274. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30275. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30276. },
  30277. supportsBlendMinMax: function () {
  30278. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30279. return this.extensions.get( 'EXT_blend_minmax' );
  30280. },
  30281. supportsVertexTextures: function () {
  30282. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30283. return this.capabilities.vertexTextures;
  30284. },
  30285. supportsInstancedArrays: function () {
  30286. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30287. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30288. },
  30289. enableScissorTest: function ( boolean ) {
  30290. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30291. this.setScissorTest( boolean );
  30292. },
  30293. initMaterial: function () {
  30294. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30295. },
  30296. addPrePlugin: function () {
  30297. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30298. },
  30299. addPostPlugin: function () {
  30300. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30301. },
  30302. updateShadowMap: function () {
  30303. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30304. },
  30305. setFaceCulling: function () {
  30306. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30307. },
  30308. allocTextureUnit: function () {
  30309. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30310. },
  30311. setTexture: function () {
  30312. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30313. },
  30314. setTexture2D: function () {
  30315. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30316. },
  30317. setTextureCube: function () {
  30318. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30319. },
  30320. getActiveMipMapLevel: function () {
  30321. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30322. return this.getActiveMipmapLevel();
  30323. }
  30324. } );
  30325. Object.defineProperties( WebGLRenderer.prototype, {
  30326. shadowMapEnabled: {
  30327. get: function () {
  30328. return this.shadowMap.enabled;
  30329. },
  30330. set: function ( value ) {
  30331. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30332. this.shadowMap.enabled = value;
  30333. }
  30334. },
  30335. shadowMapType: {
  30336. get: function () {
  30337. return this.shadowMap.type;
  30338. },
  30339. set: function ( value ) {
  30340. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30341. this.shadowMap.type = value;
  30342. }
  30343. },
  30344. shadowMapCullFace: {
  30345. get: function () {
  30346. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30347. return undefined;
  30348. },
  30349. set: function ( /* value */ ) {
  30350. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30351. }
  30352. },
  30353. context: {
  30354. get: function () {
  30355. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30356. return this.getContext();
  30357. }
  30358. },
  30359. vr: {
  30360. get: function () {
  30361. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30362. return this.xr;
  30363. }
  30364. },
  30365. gammaInput: {
  30366. get: function () {
  30367. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30368. return false;
  30369. },
  30370. set: function () {
  30371. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30372. }
  30373. },
  30374. gammaOutput: {
  30375. get: function () {
  30376. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30377. return false;
  30378. },
  30379. set: function ( value ) {
  30380. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30381. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30382. }
  30383. },
  30384. toneMappingWhitePoint: {
  30385. get: function () {
  30386. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30387. return 1.0;
  30388. },
  30389. set: function () {
  30390. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30391. }
  30392. },
  30393. } );
  30394. Object.defineProperties( WebGLShadowMap.prototype, {
  30395. cullFace: {
  30396. get: function () {
  30397. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30398. return undefined;
  30399. },
  30400. set: function ( /* cullFace */ ) {
  30401. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30402. }
  30403. },
  30404. renderReverseSided: {
  30405. get: function () {
  30406. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30407. return undefined;
  30408. },
  30409. set: function () {
  30410. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30411. }
  30412. },
  30413. renderSingleSided: {
  30414. get: function () {
  30415. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30416. return undefined;
  30417. },
  30418. set: function () {
  30419. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30420. }
  30421. }
  30422. } );
  30423. function WebGLRenderTargetCube( width, height, options ) {
  30424. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30425. return new WebGLCubeRenderTarget( width, options );
  30426. }
  30427. //
  30428. Object.defineProperties( WebGLRenderTarget.prototype, {
  30429. wrapS: {
  30430. get: function () {
  30431. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30432. return this.texture.wrapS;
  30433. },
  30434. set: function ( value ) {
  30435. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30436. this.texture.wrapS = value;
  30437. }
  30438. },
  30439. wrapT: {
  30440. get: function () {
  30441. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30442. return this.texture.wrapT;
  30443. },
  30444. set: function ( value ) {
  30445. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30446. this.texture.wrapT = value;
  30447. }
  30448. },
  30449. magFilter: {
  30450. get: function () {
  30451. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30452. return this.texture.magFilter;
  30453. },
  30454. set: function ( value ) {
  30455. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30456. this.texture.magFilter = value;
  30457. }
  30458. },
  30459. minFilter: {
  30460. get: function () {
  30461. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30462. return this.texture.minFilter;
  30463. },
  30464. set: function ( value ) {
  30465. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30466. this.texture.minFilter = value;
  30467. }
  30468. },
  30469. anisotropy: {
  30470. get: function () {
  30471. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30472. return this.texture.anisotropy;
  30473. },
  30474. set: function ( value ) {
  30475. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30476. this.texture.anisotropy = value;
  30477. }
  30478. },
  30479. offset: {
  30480. get: function () {
  30481. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30482. return this.texture.offset;
  30483. },
  30484. set: function ( value ) {
  30485. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30486. this.texture.offset = value;
  30487. }
  30488. },
  30489. repeat: {
  30490. get: function () {
  30491. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30492. return this.texture.repeat;
  30493. },
  30494. set: function ( value ) {
  30495. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30496. this.texture.repeat = value;
  30497. }
  30498. },
  30499. format: {
  30500. get: function () {
  30501. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30502. return this.texture.format;
  30503. },
  30504. set: function ( value ) {
  30505. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30506. this.texture.format = value;
  30507. }
  30508. },
  30509. type: {
  30510. get: function () {
  30511. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30512. return this.texture.type;
  30513. },
  30514. set: function ( value ) {
  30515. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30516. this.texture.type = value;
  30517. }
  30518. },
  30519. generateMipmaps: {
  30520. get: function () {
  30521. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30522. return this.texture.generateMipmaps;
  30523. },
  30524. set: function ( value ) {
  30525. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30526. this.texture.generateMipmaps = value;
  30527. }
  30528. }
  30529. } );
  30530. //
  30531. Object.defineProperties( Audio.prototype, {
  30532. load: {
  30533. value: function ( file ) {
  30534. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30535. var scope = this;
  30536. var audioLoader = new AudioLoader();
  30537. audioLoader.load( file, function ( buffer ) {
  30538. scope.setBuffer( buffer );
  30539. } );
  30540. return this;
  30541. }
  30542. },
  30543. startTime: {
  30544. set: function () {
  30545. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30546. }
  30547. }
  30548. } );
  30549. AudioAnalyser.prototype.getData = function () {
  30550. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30551. return this.getFrequencyData();
  30552. };
  30553. //
  30554. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30555. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30556. return this.update( renderer, scene );
  30557. };
  30558. //
  30559. var GeometryUtils = {
  30560. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30561. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30562. var matrix;
  30563. if ( geometry2.isMesh ) {
  30564. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30565. matrix = geometry2.matrix;
  30566. geometry2 = geometry2.geometry;
  30567. }
  30568. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30569. },
  30570. center: function ( geometry ) {
  30571. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30572. return geometry.center();
  30573. }
  30574. };
  30575. ImageUtils.crossOrigin = undefined;
  30576. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30577. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30578. var loader = new TextureLoader();
  30579. loader.setCrossOrigin( this.crossOrigin );
  30580. var texture = loader.load( url, onLoad, undefined, onError );
  30581. if ( mapping ) { texture.mapping = mapping; }
  30582. return texture;
  30583. };
  30584. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30585. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30586. var loader = new CubeTextureLoader();
  30587. loader.setCrossOrigin( this.crossOrigin );
  30588. var texture = loader.load( urls, onLoad, undefined, onError );
  30589. if ( mapping ) { texture.mapping = mapping; }
  30590. return texture;
  30591. };
  30592. ImageUtils.loadCompressedTexture = function () {
  30593. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30594. };
  30595. ImageUtils.loadCompressedTextureCube = function () {
  30596. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30597. };
  30598. //
  30599. function CanvasRenderer() {
  30600. console.error( 'THREE.CanvasRenderer has been removed' );
  30601. }
  30602. //
  30603. function JSONLoader() {
  30604. console.error( 'THREE.JSONLoader has been removed.' );
  30605. }
  30606. //
  30607. var SceneUtils = {
  30608. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30609. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30610. },
  30611. detach: function ( /* child, parent, scene */ ) {
  30612. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30613. },
  30614. attach: function ( /* child, scene, parent */ ) {
  30615. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30616. }
  30617. };
  30618. //
  30619. function LensFlare() {
  30620. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30621. }
  30622. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30623. /* eslint-disable no-undef */
  30624. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30625. revision: REVISION,
  30626. } } ) );
  30627. /* eslint-enable no-undef */
  30628. }
  30629. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30630. exports.AddEquation = AddEquation;
  30631. exports.AddOperation = AddOperation;
  30632. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30633. exports.AdditiveBlending = AdditiveBlending;
  30634. exports.AlphaFormat = AlphaFormat;
  30635. exports.AlwaysDepth = AlwaysDepth;
  30636. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30637. exports.AmbientLight = AmbientLight;
  30638. exports.AmbientLightProbe = AmbientLightProbe;
  30639. exports.AnimationClip = AnimationClip;
  30640. exports.AnimationLoader = AnimationLoader;
  30641. exports.AnimationMixer = AnimationMixer;
  30642. exports.AnimationObjectGroup = AnimationObjectGroup;
  30643. exports.AnimationUtils = AnimationUtils;
  30644. exports.ArcCurve = ArcCurve;
  30645. exports.ArrayCamera = ArrayCamera;
  30646. exports.ArrowHelper = ArrowHelper;
  30647. exports.Audio = Audio;
  30648. exports.AudioAnalyser = AudioAnalyser;
  30649. exports.AudioContext = AudioContext;
  30650. exports.AudioListener = AudioListener;
  30651. exports.AudioLoader = AudioLoader;
  30652. exports.AxesHelper = AxesHelper;
  30653. exports.AxisHelper = AxisHelper;
  30654. exports.BackSide = BackSide;
  30655. exports.BasicDepthPacking = BasicDepthPacking;
  30656. exports.BasicShadowMap = BasicShadowMap;
  30657. exports.BinaryTextureLoader = BinaryTextureLoader;
  30658. exports.Bone = Bone;
  30659. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30660. exports.BoundingBoxHelper = BoundingBoxHelper;
  30661. exports.Box2 = Box2;
  30662. exports.Box3 = Box3;
  30663. exports.Box3Helper = Box3Helper;
  30664. exports.BoxBufferGeometry = BoxBufferGeometry;
  30665. exports.BoxGeometry = BoxGeometry;
  30666. exports.BoxHelper = BoxHelper;
  30667. exports.BufferAttribute = BufferAttribute;
  30668. exports.BufferGeometry = BufferGeometry;
  30669. exports.BufferGeometryLoader = BufferGeometryLoader;
  30670. exports.ByteType = ByteType;
  30671. exports.Cache = Cache;
  30672. exports.Camera = Camera;
  30673. exports.CameraHelper = CameraHelper;
  30674. exports.CanvasRenderer = CanvasRenderer;
  30675. exports.CanvasTexture = CanvasTexture;
  30676. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30677. exports.CineonToneMapping = CineonToneMapping;
  30678. exports.CircleBufferGeometry = CircleBufferGeometry;
  30679. exports.CircleGeometry = CircleGeometry;
  30680. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30681. exports.Clock = Clock;
  30682. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30683. exports.Color = Color;
  30684. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30685. exports.CompressedTexture = CompressedTexture;
  30686. exports.CompressedTextureLoader = CompressedTextureLoader;
  30687. exports.ConeBufferGeometry = ConeBufferGeometry;
  30688. exports.ConeGeometry = ConeGeometry;
  30689. exports.CubeCamera = CubeCamera;
  30690. exports.CubeGeometry = BoxGeometry;
  30691. exports.CubeReflectionMapping = CubeReflectionMapping;
  30692. exports.CubeRefractionMapping = CubeRefractionMapping;
  30693. exports.CubeTexture = CubeTexture;
  30694. exports.CubeTextureLoader = CubeTextureLoader;
  30695. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30696. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30697. exports.CubicBezierCurve = CubicBezierCurve;
  30698. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30699. exports.CubicInterpolant = CubicInterpolant;
  30700. exports.CullFaceBack = CullFaceBack;
  30701. exports.CullFaceFront = CullFaceFront;
  30702. exports.CullFaceFrontBack = CullFaceFrontBack;
  30703. exports.CullFaceNone = CullFaceNone;
  30704. exports.Curve = Curve;
  30705. exports.CurvePath = CurvePath;
  30706. exports.CustomBlending = CustomBlending;
  30707. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30708. exports.CylinderGeometry = CylinderGeometry;
  30709. exports.Cylindrical = Cylindrical;
  30710. exports.DataTexture = DataTexture;
  30711. exports.DataTexture2DArray = DataTexture2DArray;
  30712. exports.DataTexture3D = DataTexture3D;
  30713. exports.DataTextureLoader = DataTextureLoader;
  30714. exports.DecrementStencilOp = DecrementStencilOp;
  30715. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30716. exports.DefaultLoadingManager = DefaultLoadingManager;
  30717. exports.DepthFormat = DepthFormat;
  30718. exports.DepthStencilFormat = DepthStencilFormat;
  30719. exports.DepthTexture = DepthTexture;
  30720. exports.DirectionalLight = DirectionalLight;
  30721. exports.DirectionalLightHelper = DirectionalLightHelper;
  30722. exports.DirectionalLightShadow = DirectionalLightShadow;
  30723. exports.DiscreteInterpolant = DiscreteInterpolant;
  30724. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30725. exports.DodecahedronGeometry = DodecahedronGeometry;
  30726. exports.DoubleSide = DoubleSide;
  30727. exports.DstAlphaFactor = DstAlphaFactor;
  30728. exports.DstColorFactor = DstColorFactor;
  30729. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30730. exports.DynamicCopyUsage = DynamicCopyUsage;
  30731. exports.DynamicDrawUsage = DynamicDrawUsage;
  30732. exports.DynamicReadUsage = DynamicReadUsage;
  30733. exports.EdgesGeometry = EdgesGeometry;
  30734. exports.EdgesHelper = EdgesHelper;
  30735. exports.EllipseCurve = EllipseCurve;
  30736. exports.EqualDepth = EqualDepth;
  30737. exports.EqualStencilFunc = EqualStencilFunc;
  30738. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30739. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30740. exports.Euler = Euler;
  30741. exports.EventDispatcher = EventDispatcher;
  30742. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30743. exports.ExtrudeGeometry = ExtrudeGeometry;
  30744. exports.Face3 = Face3;
  30745. exports.Face4 = Face4;
  30746. exports.FaceColors = FaceColors;
  30747. exports.FileLoader = FileLoader;
  30748. exports.FlatShading = FlatShading;
  30749. exports.Float32Attribute = Float32Attribute;
  30750. exports.Float32BufferAttribute = Float32BufferAttribute;
  30751. exports.Float64Attribute = Float64Attribute;
  30752. exports.Float64BufferAttribute = Float64BufferAttribute;
  30753. exports.FloatType = FloatType;
  30754. exports.Fog = Fog;
  30755. exports.FogExp2 = FogExp2;
  30756. exports.Font = Font;
  30757. exports.FontLoader = FontLoader;
  30758. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30759. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30760. exports.FrontSide = FrontSide;
  30761. exports.Frustum = Frustum;
  30762. exports.GammaEncoding = GammaEncoding;
  30763. exports.Geometry = Geometry;
  30764. exports.GeometryUtils = GeometryUtils;
  30765. exports.GreaterDepth = GreaterDepth;
  30766. exports.GreaterEqualDepth = GreaterEqualDepth;
  30767. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30768. exports.GreaterStencilFunc = GreaterStencilFunc;
  30769. exports.GridHelper = GridHelper;
  30770. exports.Group = Group;
  30771. exports.HalfFloatType = HalfFloatType;
  30772. exports.HemisphereLight = HemisphereLight;
  30773. exports.HemisphereLightHelper = HemisphereLightHelper;
  30774. exports.HemisphereLightProbe = HemisphereLightProbe;
  30775. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30776. exports.IcosahedronGeometry = IcosahedronGeometry;
  30777. exports.ImageBitmapLoader = ImageBitmapLoader;
  30778. exports.ImageLoader = ImageLoader;
  30779. exports.ImageUtils = ImageUtils;
  30780. exports.ImmediateRenderObject = ImmediateRenderObject;
  30781. exports.IncrementStencilOp = IncrementStencilOp;
  30782. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30783. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30784. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30785. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30786. exports.InstancedMesh = InstancedMesh;
  30787. exports.Int16Attribute = Int16Attribute;
  30788. exports.Int16BufferAttribute = Int16BufferAttribute;
  30789. exports.Int32Attribute = Int32Attribute;
  30790. exports.Int32BufferAttribute = Int32BufferAttribute;
  30791. exports.Int8Attribute = Int8Attribute;
  30792. exports.Int8BufferAttribute = Int8BufferAttribute;
  30793. exports.IntType = IntType;
  30794. exports.InterleavedBuffer = InterleavedBuffer;
  30795. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30796. exports.Interpolant = Interpolant;
  30797. exports.InterpolateDiscrete = InterpolateDiscrete;
  30798. exports.InterpolateLinear = InterpolateLinear;
  30799. exports.InterpolateSmooth = InterpolateSmooth;
  30800. exports.InvertStencilOp = InvertStencilOp;
  30801. exports.JSONLoader = JSONLoader;
  30802. exports.KeepStencilOp = KeepStencilOp;
  30803. exports.KeyframeTrack = KeyframeTrack;
  30804. exports.LOD = LOD;
  30805. exports.LatheBufferGeometry = LatheBufferGeometry;
  30806. exports.LatheGeometry = LatheGeometry;
  30807. exports.Layers = Layers;
  30808. exports.LensFlare = LensFlare;
  30809. exports.LessDepth = LessDepth;
  30810. exports.LessEqualDepth = LessEqualDepth;
  30811. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30812. exports.LessStencilFunc = LessStencilFunc;
  30813. exports.Light = Light;
  30814. exports.LightProbe = LightProbe;
  30815. exports.LightShadow = LightShadow;
  30816. exports.Line = Line;
  30817. exports.Line3 = Line3;
  30818. exports.LineBasicMaterial = LineBasicMaterial;
  30819. exports.LineCurve = LineCurve;
  30820. exports.LineCurve3 = LineCurve3;
  30821. exports.LineDashedMaterial = LineDashedMaterial;
  30822. exports.LineLoop = LineLoop;
  30823. exports.LinePieces = LinePieces;
  30824. exports.LineSegments = LineSegments;
  30825. exports.LineStrip = LineStrip;
  30826. exports.LinearEncoding = LinearEncoding;
  30827. exports.LinearFilter = LinearFilter;
  30828. exports.LinearInterpolant = LinearInterpolant;
  30829. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30830. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30831. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30832. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30833. exports.LinearToneMapping = LinearToneMapping;
  30834. exports.Loader = Loader;
  30835. exports.LoaderUtils = LoaderUtils;
  30836. exports.LoadingManager = LoadingManager;
  30837. exports.LogLuvEncoding = LogLuvEncoding;
  30838. exports.LoopOnce = LoopOnce;
  30839. exports.LoopPingPong = LoopPingPong;
  30840. exports.LoopRepeat = LoopRepeat;
  30841. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30842. exports.LuminanceFormat = LuminanceFormat;
  30843. exports.MOUSE = MOUSE;
  30844. exports.Material = Material;
  30845. exports.MaterialLoader = MaterialLoader;
  30846. exports.Math = MathUtils;
  30847. exports.MathUtils = MathUtils;
  30848. exports.Matrix3 = Matrix3;
  30849. exports.Matrix4 = Matrix4;
  30850. exports.MaxEquation = MaxEquation;
  30851. exports.Mesh = Mesh;
  30852. exports.MeshBasicMaterial = MeshBasicMaterial;
  30853. exports.MeshDepthMaterial = MeshDepthMaterial;
  30854. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30855. exports.MeshFaceMaterial = MeshFaceMaterial;
  30856. exports.MeshLambertMaterial = MeshLambertMaterial;
  30857. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30858. exports.MeshNormalMaterial = MeshNormalMaterial;
  30859. exports.MeshPhongMaterial = MeshPhongMaterial;
  30860. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30861. exports.MeshStandardMaterial = MeshStandardMaterial;
  30862. exports.MeshToonMaterial = MeshToonMaterial;
  30863. exports.MinEquation = MinEquation;
  30864. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30865. exports.MixOperation = MixOperation;
  30866. exports.MultiMaterial = MultiMaterial;
  30867. exports.MultiplyBlending = MultiplyBlending;
  30868. exports.MultiplyOperation = MultiplyOperation;
  30869. exports.NearestFilter = NearestFilter;
  30870. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30871. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30872. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30873. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30874. exports.NeverDepth = NeverDepth;
  30875. exports.NeverStencilFunc = NeverStencilFunc;
  30876. exports.NoBlending = NoBlending;
  30877. exports.NoColors = NoColors;
  30878. exports.NoToneMapping = NoToneMapping;
  30879. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30880. exports.NormalBlending = NormalBlending;
  30881. exports.NotEqualDepth = NotEqualDepth;
  30882. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30883. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30884. exports.Object3D = Object3D;
  30885. exports.ObjectLoader = ObjectLoader;
  30886. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30887. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30888. exports.OctahedronGeometry = OctahedronGeometry;
  30889. exports.OneFactor = OneFactor;
  30890. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30891. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30892. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30893. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30894. exports.OrthographicCamera = OrthographicCamera;
  30895. exports.PCFShadowMap = PCFShadowMap;
  30896. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30897. exports.PMREMGenerator = PMREMGenerator;
  30898. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30899. exports.ParametricGeometry = ParametricGeometry;
  30900. exports.Particle = Particle;
  30901. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30902. exports.ParticleSystem = ParticleSystem;
  30903. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30904. exports.Path = Path;
  30905. exports.PerspectiveCamera = PerspectiveCamera;
  30906. exports.Plane = Plane;
  30907. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30908. exports.PlaneGeometry = PlaneGeometry;
  30909. exports.PlaneHelper = PlaneHelper;
  30910. exports.PointCloud = PointCloud;
  30911. exports.PointCloudMaterial = PointCloudMaterial;
  30912. exports.PointLight = PointLight;
  30913. exports.PointLightHelper = PointLightHelper;
  30914. exports.Points = Points;
  30915. exports.PointsMaterial = PointsMaterial;
  30916. exports.PolarGridHelper = PolarGridHelper;
  30917. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30918. exports.PolyhedronGeometry = PolyhedronGeometry;
  30919. exports.PositionalAudio = PositionalAudio;
  30920. exports.PropertyBinding = PropertyBinding;
  30921. exports.PropertyMixer = PropertyMixer;
  30922. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30923. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30924. exports.Quaternion = Quaternion;
  30925. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30926. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30927. exports.REVISION = REVISION;
  30928. exports.RGBADepthPacking = RGBADepthPacking;
  30929. exports.RGBAFormat = RGBAFormat;
  30930. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30931. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30932. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30933. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30934. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30935. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30936. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30937. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30938. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30939. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30940. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30941. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30942. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30943. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30944. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30945. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30946. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30947. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30948. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30949. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30950. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30951. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30952. exports.RGBDEncoding = RGBDEncoding;
  30953. exports.RGBEEncoding = RGBEEncoding;
  30954. exports.RGBEFormat = RGBEFormat;
  30955. exports.RGBFormat = RGBFormat;
  30956. exports.RGBIntegerFormat = RGBIntegerFormat;
  30957. exports.RGBM16Encoding = RGBM16Encoding;
  30958. exports.RGBM7Encoding = RGBM7Encoding;
  30959. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30960. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30961. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30962. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30963. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30964. exports.RGFormat = RGFormat;
  30965. exports.RGIntegerFormat = RGIntegerFormat;
  30966. exports.RawShaderMaterial = RawShaderMaterial;
  30967. exports.Ray = Ray;
  30968. exports.Raycaster = Raycaster;
  30969. exports.RectAreaLight = RectAreaLight;
  30970. exports.RedFormat = RedFormat;
  30971. exports.RedIntegerFormat = RedIntegerFormat;
  30972. exports.ReinhardToneMapping = ReinhardToneMapping;
  30973. exports.RepeatWrapping = RepeatWrapping;
  30974. exports.ReplaceStencilOp = ReplaceStencilOp;
  30975. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30976. exports.RingBufferGeometry = RingBufferGeometry;
  30977. exports.RingGeometry = RingGeometry;
  30978. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30979. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30980. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30981. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30982. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30983. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30984. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30985. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30986. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30987. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30988. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30989. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30990. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30991. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30992. exports.Scene = Scene;
  30993. exports.SceneUtils = SceneUtils;
  30994. exports.ShaderChunk = ShaderChunk;
  30995. exports.ShaderLib = ShaderLib;
  30996. exports.ShaderMaterial = ShaderMaterial;
  30997. exports.ShadowMaterial = ShadowMaterial;
  30998. exports.Shape = Shape;
  30999. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31000. exports.ShapeGeometry = ShapeGeometry;
  31001. exports.ShapePath = ShapePath;
  31002. exports.ShapeUtils = ShapeUtils;
  31003. exports.ShortType = ShortType;
  31004. exports.Skeleton = Skeleton;
  31005. exports.SkeletonHelper = SkeletonHelper;
  31006. exports.SkinnedMesh = SkinnedMesh;
  31007. exports.SmoothShading = SmoothShading;
  31008. exports.Sphere = Sphere;
  31009. exports.SphereBufferGeometry = SphereBufferGeometry;
  31010. exports.SphereGeometry = SphereGeometry;
  31011. exports.Spherical = Spherical;
  31012. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31013. exports.Spline = Spline;
  31014. exports.SplineCurve = SplineCurve;
  31015. exports.SplineCurve3 = SplineCurve3;
  31016. exports.SpotLight = SpotLight;
  31017. exports.SpotLightHelper = SpotLightHelper;
  31018. exports.SpotLightShadow = SpotLightShadow;
  31019. exports.Sprite = Sprite;
  31020. exports.SpriteMaterial = SpriteMaterial;
  31021. exports.SrcAlphaFactor = SrcAlphaFactor;
  31022. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31023. exports.SrcColorFactor = SrcColorFactor;
  31024. exports.StaticCopyUsage = StaticCopyUsage;
  31025. exports.StaticDrawUsage = StaticDrawUsage;
  31026. exports.StaticReadUsage = StaticReadUsage;
  31027. exports.StereoCamera = StereoCamera;
  31028. exports.StreamCopyUsage = StreamCopyUsage;
  31029. exports.StreamDrawUsage = StreamDrawUsage;
  31030. exports.StreamReadUsage = StreamReadUsage;
  31031. exports.StringKeyframeTrack = StringKeyframeTrack;
  31032. exports.SubtractEquation = SubtractEquation;
  31033. exports.SubtractiveBlending = SubtractiveBlending;
  31034. exports.TOUCH = TOUCH;
  31035. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31036. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31037. exports.TetrahedronGeometry = TetrahedronGeometry;
  31038. exports.TextBufferGeometry = TextBufferGeometry;
  31039. exports.TextGeometry = TextGeometry;
  31040. exports.Texture = Texture;
  31041. exports.TextureLoader = TextureLoader;
  31042. exports.TorusBufferGeometry = TorusBufferGeometry;
  31043. exports.TorusGeometry = TorusGeometry;
  31044. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31045. exports.TorusKnotGeometry = TorusKnotGeometry;
  31046. exports.Triangle = Triangle;
  31047. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31048. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31049. exports.TrianglesDrawMode = TrianglesDrawMode;
  31050. exports.TubeBufferGeometry = TubeBufferGeometry;
  31051. exports.TubeGeometry = TubeGeometry;
  31052. exports.UVMapping = UVMapping;
  31053. exports.Uint16Attribute = Uint16Attribute;
  31054. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31055. exports.Uint32Attribute = Uint32Attribute;
  31056. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31057. exports.Uint8Attribute = Uint8Attribute;
  31058. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31059. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31060. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31061. exports.Uniform = Uniform;
  31062. exports.UniformsLib = UniformsLib;
  31063. exports.UniformsUtils = UniformsUtils;
  31064. exports.UnsignedByteType = UnsignedByteType;
  31065. exports.UnsignedInt248Type = UnsignedInt248Type;
  31066. exports.UnsignedIntType = UnsignedIntType;
  31067. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31068. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31069. exports.UnsignedShort565Type = UnsignedShort565Type;
  31070. exports.UnsignedShortType = UnsignedShortType;
  31071. exports.VSMShadowMap = VSMShadowMap;
  31072. exports.Vector2 = Vector2;
  31073. exports.Vector3 = Vector3;
  31074. exports.Vector4 = Vector4;
  31075. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31076. exports.Vertex = Vertex;
  31077. exports.VertexColors = VertexColors;
  31078. exports.VideoTexture = VideoTexture;
  31079. exports.WebGL1Renderer = WebGL1Renderer;
  31080. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31081. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31082. exports.WebGLRenderTarget = WebGLRenderTarget;
  31083. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31084. exports.WebGLRenderer = WebGLRenderer;
  31085. exports.WebGLUtils = WebGLUtils;
  31086. exports.WireframeGeometry = WireframeGeometry;
  31087. exports.WireframeHelper = WireframeHelper;
  31088. exports.WrapAroundEnding = WrapAroundEnding;
  31089. exports.XHRLoader = XHRLoader;
  31090. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31091. exports.ZeroFactor = ZeroFactor;
  31092. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31093. exports.ZeroStencilOp = ZeroStencilOp;
  31094. exports.sRGBEncoding = sRGBEncoding;
  31095. Object.defineProperty(exports, '__esModule', { value: true });
  31096. })));
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